XP Purchasable Were Abilities and Traits

Not all Were-creatures have the same powers or skill level. Some develop stronger abilities as they become more comfortable in their second skin, others are naturally potent and talented.

Not all Were-creatures have the same powers or skill level. Some develop stronger abilities as they become more comfortable in their second skin, others are naturally potent and talented.

Acquiring Were Traits and Abilities

Were abilities and traits can be acquired through an expenditure of XP during character creation or level up, so long as that creature meets the necessary prerequisites.

Abilities

Active Transformation

The ability to trigger ones Were Transformation at will.

XP Cost 2
Prerequisites Were Curse

You can Transform at will, it Requires a Full Round Action to Transform from one state to the other. Transforming more than twice in 12 Hours requires the expenditure of 1 Stamina Point.

Quick Transformation

The ability to trigger ones Were Transformation at will, even more quickly.

XP Cost 2
Prerequisites Were Curse, Active Transformation

You can Transform into your Were-form at will, it Requires an Action to Transform from one state to the other. Transforming more than twice in 12 Hours requires the expenditure of 1 Stamina Point.

Rapid Transformation

The ability to trigger ones Were Transformation at will, in the blink of an eye.

XP Cost 2
Prerequisites Were Curse, Active Transformation, Quick Transformation

You can Transform into your Were-form at will, it Requires a Motion to Transform from one state to the other. Transforming more than twice in 12 Hours requires the expenditure of 1 Stamina Point.

Transmissability

Causes the Were Curse to be Transmissible through Bite.

XP Cost 2
Prerequisites Were Curse

Successful Bite Attacks that you make in your Were-Form that cause a Wound force the Living Creature to make a CON Saving Throw. The DC is equal to 10 + your Training Modifier. Fail: The Living Creature becomes infected with the specific type of Were Curse that affects you. Their first transformation will occur in 4d4 Hours. Pass: The Living Creature is unaffected.

Frightful Growl

The Were has learned to take advantage of their intimidating appearance and add to their mystique with a low and intimidating growl when needed.

XP Cost 2
Prerequisites Were Curse

Gain Advantage on all intimidation Skill Rolls while in Were-form or after recently transforming in the presence of the target(s) of the roll.

Traits

Animalistic Tenacity

Allows the Were to recover from a prone state more easily.

XP Cost 1
Prerequisites Were Curse

Spend 1 Meter of Movement to stand from a prone position rather than the standard 3.

Animalistic Leap

Allows the Were to leap large distances in a single bound.

XP Cost 2
Prerequisites Were Curse

Gain +2 Meters to all Jump distances, regardless of the skill roll made to jump.

Vicious Claws

Increases the damage your Were-claws deal.

XP Cost 1
Prerequisites Were Curse

Add +1 Damage to Claw Attacks.

Deadly Claws

Increases the attack and damage of your Were-claws.

XP Cost 2
Prerequisites Were Curse, Vicious Claws

Add +1 to Attack and Damage rolls for Claw Attacks.

Vicious Teeth

Increases the damage your Were-teeth deal.

XP Cost 1
Prerequisites Were Curse

Add +1 Damage to Bite Attacks.

Deadly Teeth

Increases the attack and damage of your Were-teeth.

XP Cost 2
Prerequisites Were Curse, Vicious Teeth

Add +1 to Attack and Damage rolls for Bite Attacks.

Regeneration

Allows the Were to regenerate slowly from injury.

XP Cost 2
Prerequisites Were Curse

You Regenerate 1 HP per Round during combat. You recover from Wounds twice as fast and regenerate twice as much HP while Sleeping or Resting.

Bloody Sustenance

Allows the Were to gain healing when they wound living creatures while biting them.

XP Cost 2
Prerequisites Were Curse

Whenever you Wound creatures with Bite Attacks you regain HP equal to ½ the damage dealt that caused the Wound.