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Lycanthropes

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Artwork by Unknown
Lycanthrope
Rarity: Rare
Skin Tone: Base Race and natural fur color.
Height: Male: 2-4 inches taller when shifted.
Eye Color: Base Race, Yellow
Age: Base Race, 3x range for Middle Aged and Elderhood.
Block Speed: 7, increased when shifted.
Compatible Races: All human races, Half-Blood Humans.

"Head home when you hear the howls of the wolves for creatures much more monstrous lead their pacts and they love to hunt stray humans. They toy with their prey and take pride in their fear before slowly tearing them apart."

- An elder warning the younger generations.
The contents of this page are NOT common knowledge. Lycanthropes are a conditional CA and cannot be normally applied for.

Appearance

In their human form Lycanthropes look just like any of their base would be, practically indiscernible from another person of the same race. This all changes once a Lycanthrope shifts their forms, becoming more like the beast they take upon aspects of. In these non-human forms they typically take on fur colorations of the closest type of wolf to the individuals appearance, or defaulting to the region they're lineage comes from.

Clothing

Lycanthropes typically lean toward organic clothing, steering away from heavily processed clothing or apparel made of metals. Apart from this their clothes usually are loose in nature allowing for good mobility and rarely show any special adornment in design.

Accessories

Lycanthropes don’t wear many accessories except for jewelry made from the bones of past hunts. Generally, one or two pieces of bone are taken from each significant hunt to a lycanthrope and adorned into jewelry. These pieces of jewelry hold a great reputation to the individual and to those they meet, acting as a sign of the wearer’s prowess in the hunt. In rare instances that an individual saves the life of a lycanthrope, the lycanthrope may pass on one of their pieces of jewelry to an individual. Apart from these pieces of Jewelry, Lycanthropes typically lean toward their base races stand point of what they would wear.

Racial Abilities

Apex Hunter

Lycanthropes are hunters incarnate and as such they are equipped for the job. When transformed, the natural weapons of a Lycanthrope are as durable as steel and are treated as platinum for other supernatural beings, this being their claws and teeth. Along with this Lycanthropes have a strong sense of smell that varies based on which form they are in. This range though, will double upon injured Prey being nearby, invigorating their urge to hunt and slaughter them. A Lycanthrope will find it hard to resist killing any Prey, requiring a DC 5 check to resist killing the injured Prey. Lycanthropes have a very slight healing factor, most wounds that would incapacitate a person from broken arms too deep, non-fatal lacerations heal in a mere few narrative hours. This regeneration works regardless of what form they are in, but is empowered while in their Hybrid form. They must not be weakened, or feral for this to properly work.

Hunger for the Hunt

A Lycanthropes beastial nature requires them to hunt down and slaughter some Prey and eat their liver or heart raw. If two weeks pass without the Lycanthrope performing without a successful hunt, they become weakened. For each week they are weakened that they don’t state their Hunger for the Hunt, they take a cumulative -3 penalty to avoid going berserk, or killing prey. After three weeks of being weakened, they will become feral. While feral, Lycanthropes are in an unending Berserk and find themselves forcefully shifted into either their Hybrid form or their wolf form. Until they perform a successful hunt and sate their hunger, they are unable to shift into a human. Should they fail to successfully hunt for a week while Feral, the Lycanthrope will perish.

Beastial Berserk

Lycanthropes upon being attacked, and notably hurt, while shifted and failing a DC 5 roll, will enter a berserk state attacking those nearby them with reckless abandon. While berserk, Lycanthropes cannot feel pain, though are still susceptible to shock or blood loss. This Berserk will prioritize enemies within attacking range (i.e. within range to move and attack with melee). If no enemies are within range, they’ll turn upon their allies, no matter who or what they may be. To try to break out of this rage requires a DC 12 roll to break out of the Berserk at the beginning of each of your turns. This Berserk lasts 1d6+6 emotes before ending on it’s own. Upon successfully breaking free, or the duration running out, you are forcefully shifted back into human or wolf form in the period of one emote, whichever is closer (in the instance of being in werewolf form, you can go to either) and are unconscious for 1d4+1 emotes after which you are unable to shift into anything but human form until you’ve rested for a phase.

Shifting

A Lycanthrope can take four emotes to shift into any of their forms from whatever current form they are in. During this shift the Lycanthrope cannot move more than half their base movement speed rounded down due to the immense pain of the shifting process. This shift can be done in combat, but they are unable to dodge or otherwise protect themselves during the emotes in which they are shifting. Clothing and armors made of leathers or fabrics will be absorbed into the new form, not restricting the process, but also no longer being worn. When shifting into anything but your human form you lose any markers of gender or reproductive organs.

Full Moon

During the Full moon, Noble and Craven Xulzsei, Lycanthropes feel a great urge to shift into their Hybrid or Wolf form. While this can be resisted, if the Lycanthrope hasn’t shifted that phase they’ll be very agitated and aggressive, finding it hard not to avoid violence and resorting to it as a solution. The strength of the moon passes on boons from their connection to Xulzraiss, marking the phase of the moon in which the first Lycanthrope was made. Lycanthropes gain resistance to any magical stun effect during the full moon, this not extending to any magical mental effects targeting the Lycanthrope. With their increased aggression, the DC to resist killing prey becomes 8 during the full moon.

Forms

Human: While within their human form Lycanthropes look much akin to everyone else and are able to quite easily hide their nature. They do hold their innate regenerative properties in this form, though this can be affected by silver and platinum, causing them moderate discomfort but not as much as if they were shifted. Apart from this the lycanthrope also develops a keener sense of smell, being able to identify smells much more clearly than before, and upon investigation can find the source of them if he’s within 5 blocks of it.

Hybrid: Upon the gruesome shift into their hybrid form, lycanthropes will grow about 2-4 inches in height, and claws that are 6 inches long and are akin to steel, disabling them from wielding any weapon with adeptness. Their elongated mouths forming something more akin to a wolf’s, have devastating biting power, capable of breaking one’s bones if an unprotected limb is bitten. This takes three emotes to do, often tearing up the meat and flesh around where the bite is in the process. In a similar time span a lycanthrope’s bite can crush fine or lower quality iron armor. Their sense of smell is also greatly improved in this hybrid form, allowing them to detect smells within 20 blocks of them. Their skin begins to thicken and grow denser as a form of natural armor, able to stop slashing attacks from lighter weapons or arrows from weaker short bows. With this enhancement, a lycanthrope’s hybrid form also empowers their regenerative abilities, allowing them to regenerate cuts, bruises, and minor wounds in a matter of five emotes after receiving them. Deep lacerations, broken bones, and similar non-fatal wounds can be healed in a period of 10 emotes from when they occurred. Their form is also capable of moving 1 block faster in this form, and able to lift upward of three times their weight. This form can be maintained for 20 emotes before needing a DC 10 roll to avoid going berserk. For every 5 emotes maintained afterward there is a cumulative -1 penalty to the roll.

Wolf: As a lycanthrope shifts into their wolf form, they become a quadruped and are akin to any other wolf in looks, but stand about 4 foot tall at shoulder length and are about 8ft long from tail to snout. The claws in their wolf form are about 4 inches in length and are as durable as iron. Their sense of smell is greater than even their hybrid form, allowing them to track down the source of smells within 30 blocks of them. Due to their quadruped nature in this form, Lycanthropes are able to move at a base speed of 10 blocks.

Transferring the Affliction

The affliction is hereditary in nature, intentionally passed through a ritual. During a full moon when the curse is at its strongest, one must spend a single night with their chosen one (one to be turned), and through a hunt must catch and share the raw liver of a creature that was a challenging hunt. After this is done the natural born lycanthrope who wishes to pass on his curse through a bite upon the individual’s shoulder. Through the bite, and the shared hunt, the curse will take root, and the curse will manifest over an age. If not cured in some way the bitten will be turned, or die on a roll of 1 or 2 on a d20 at the end of the age. ((This must be done with the OOC consent of the player involved.)))


Redlines

-When shifting the Lycanthrope must be in armor or clothing made of natural materials that aren’t metals in order to shift with them on. Metal armor or otherwise unnatural material will not shift with the individual, needing to be shed, or be torn off in the process and breaking them. If in half or full plate, shifting takes an additional emote to occur.

-Lycanthropes are highly aggressive during the full moon phases unless they have shifted and spent some time within a non-human form. This must be at least a narrative hour.

-Beastial Beserk does not stack with other rages. If you have a rage akin to a giantblood, you are at a -2 to resist going into a Beastial Berserk.

-Prey is anything in which is weaker than the lycanthrope. This can be people, creatures, etcetera. It does not extend to something more threatening than the player itself in nature or in theory.

-If the Lycanthrope doesn’t go into a berserk during their shift they’re able to freely shift into and out of their forms as they please.

-A lycanthrope’s sense of smell doesn’t extend to tracking down things outside of it’s range. For example if a creature was 40 blocks away, the Lycanthrope wouldn’t be able to smell them.

-Only natural Lycanthropes can pass on this, either through transferring it or to their kids naturally. The kids of a Lycanthrope will always be a Lycanthrope.

-After combat the number of rounds spent in Hybrid form restart their count, allowing one to go into another 20 rounds of their form unless they were in a berserk. This requires at least 2 OOC hours to recover.

Creation Story

Well over a thousand years ago there existed a hunter who went by the name of Mh’ullr. He was an exceptionally talented hunter who had bested some of the most deadly known creatures to us this current day. It is said there was no hunt from which he didn’t come back successful.This man though, particularly enjoyed hunting by the light of the full moon, feeling that it’s light guided him and his arrows unlike the sun ever could. Mh’ullr often spent these hunts more as a method of personal escape than purely for hunting, often watching the various creatures of the night perform their rituals. On one particular night, Mh’ullr was entranced by the sound of a wolf pack hunting some prey. Ever stealthy, Mh’ullr set out to follow them, keeping from afar and watching them in their hunt. Unknown to the spectator, he was too being watched, though this was not by any normal creature but by the moon itself. Xulzraiss had taken a peculiar interest in the hunter this night it seemed as he stalked the wolves. As the wolves neared their prey, Xulzraiss decided to cast a spell upon Mh’ullr, permanently altering the man to be able to shift into what was the first lycanthrope. The change was immediate and unwarned for the hunter, forcing him into a hybrid form of wolf and man and driving him into a beastial berserk as he became akin to what he had been stalking this night. This affliction initially drove Mh’ullr into a berserk frenzy, leaving himself unable to control his hunger for the hunt, and the man set forth into the pack of wolves, stealing their quarry from them. The pack of wolves, intimidated by this new imposing figure backed away as it ripped through the deer they were hunting like it was nothing. Feeling unsatisfied from the kill Mh’ullr hungered for a more challenging hunt and in the mind of the afflicted lycanthrope an idea formed. What better prey to hunt than the humans who so hunt everything in the world around him. Mh’ullr in his berserk went back to his home, stalking the guards of the village before taking them out one by one. Unsatisfied by the ease in which he handled these men on a singular basis, Mh’ullr set off into the town letting out a bone chilling howl to attract all those who lived within it to fight him, to run from him, to be hunted by him. The night was a bloody one in its end, not a single resident of the village apart from Mh’ullr living as the day's light came over the forest and the man shifted back into his human form, exhausted and unconscious after the night’s events.

History

For a great many decades after Mh’ullr killed his family, The Prime Alpha cursed Xulzraiss and moved to live in isolation. During these years he found that as the Prime Alpha, he didn’t age anymore past the prime he had been when he had this affliction placed upon him. Eventually Mh’ullr decided to set out from his isolation, moving back into society. Time had changed a lot and people had moved forward in technology and their ways of living, even the languages he once knew changed to a degree. While a bit lost in this new world, Mh’ullr eventually found someone who was kind enough to help the seemingly wild man. The woman, a gravican by the name of Octavia, was a widow who had moved out to the countryside after her husband and son passed away in the army. The two, in their mutual loss found themselves to be kindred spirits, and Octavia helped reintegrate Mh’ullr back into society. Though, he couldn’t always hide his true nature and the man often snuck away to try and hide it from Octavia, leaving on full moons when he had to shift so as to not repeat the events of so long ago despite his new control over his form. On one such full moon, Octavia secretly set out to follow him and caught the man shifting into his Hybrid form and was terrified. Mh’ullr, his senses enhanced, was able to detect her nearby after he had shifted and merely froze as he watched her, inspecting what she might do now that she had seen him. One could say it was the Gravican blood, others could say it was love, but Octavia was able to steel herself and slowly approach the man before her. With his secret revealed to Octavia, Mh’ullr left to finish his hunt, returning to the same place afterward to talk to her and tell his story, and how it seemed his curse made him unaging. This all meant little to Octavia as she accepted him for who he was.

Eventually a new generation of lycanthropes were born, ones who shared traits of their father but didn’t hold his unaging properties. Mh’ullr showed his kids ways to control their beastial urges to hunt and kill, along with how to control the shifting of their forms. They set out on every full moon to learn to master their forms and to move away safely from those they cared about. Over time, the kids grew older and some parted ways from their parents, moving to start their own lives, and some to start their own packs.

Lycanthropes have existed for several eras now, generally treated as myth by most cultures other than those who live in the tundra. While their stories are spread wide and far, they are especially relevant amongst the men who were the first to obtain this affliction. While among more civilized nations they are hardly heard from apart from villagers and farmers whispering tales of humanlike beasts roaming the woods. The affliction soon spread out of the tundra to other races who were vulnerable to becoming afflicted or were born to families who were lycanthropes. Though it is uncommon to find lycanthropes in non-rural areas, it has been known to happen though they are often short-lived. Lycanthropes nowadays are in a large enough number that one who braves the wilds may find themselves encountering one.

Naming Conventions

While Lycanthropes often kept their names if they were a part of a clan or a family of lycanthropes, though some individuals would give up their last name upon joining a pack. After some time in the pack would come a proving ceremony in which the Lycanthrope would earn a title, or name if they bore no last name anymore. These titles often reflect the personality of the lycanthrope or a significant action they accomplished during their proving ceremony.

Religion

Most lycanthropes to this day are unaware of their original origin story and typically find themselves worshiping the All-Father. Many believe that he is the one who blessed them to be natural hunters, empowering those who followed his teachings and proved themselves to be great hunters. The All-Father himself has never denied this and seems to have openly accepted the worship of those lycanthropes. There are a few more knowledgeable individuals out there, devout followers of Xulzraiss or merely adept historians who have a love for tales who know of a story about a lonely hunter who was blessed by the moon. The exact story has been twisted and contorted over the years, no one knowing which of the stories are most true, but most who believe these stories tend to worship Xulzraiss for granting the blessing to them.

Family

The families of lycanthropes typically are fewer blood families and more often packs that form together. Over time they may have children and offspring, but often people leave and join packs as they find ones that better fit them. These packs generally are never larger than six or so lycanthropes as conflict typically ensues between groups and within ones as they grow larger. In these Lycanthrope packs, there is generally an Elder. A lycanthrope who has shown expertise in taking care of the pack, and is generally the oldest or strongest amongst the pack. While heavily respected by the pack, the elder generally gets the opinions of his packmates before making most decisions when they don’t lead by power itself.