Lycanthrope Tribes
Tribes, Origins, Tribal Advantages, and Disadvantages.
Varghöss Tribe
Lupus out of old norse, viking heritage. Lupine and Hybrids out of this tribe also have immortality Advantage. Sapiens of this tribe are quasi-immortal. Their immortal progenitor is named Mordigul, who was engendered in 450 BC. It is not known if he is still alive.
Advantages: Power of the Beasts
1-{1-3} Animal Kinship - Animals are unafraid of the vangarian and will approach them as if tame.
2-{4-6} Shapeshifter - The ability to shapeshift into immortal Animal Forms. One animal type per Level gain. Start with One.
3-{7-9} Strength of the Beast - increases their Vampiric strength by +5-{Attack/Defense Rolls.} 4-{10-12} Quickness of the Beast - increases their movement and actions by +5-{Attack Rate and Movement.}
5-{13-15} Eyes of the Beast - They can see through the eyes of an animal, and have night vision.
6-{16-18} Ears of the Beast - They can hear through the ears of an animal.
7-{19-21} Spirit of the Beast - Vangarian can join with any animal in spirit to travel through them, see through them, hear through them, and gain their instincts, while the vampires remains in place. +5 instincts, +5 taste, smell, and vision. They can also use beasts as guardians.
8-{22-24} Eyes of the Raptor - Telescopic vision. See up to .25 miles away per success.
9-{25-27} Aspect of the Beast - They can tap any aspects of an animal and manifest that aspect in themselves.
10-{28-30} Beast Master - They can speak to, and command the beasts, use beasts as guardians, tap any animal aspect of a beast, forumlate bestial commands, enchant weapons with animal aspects, ward with animal aspects.
(Note: If using Hit Dice-Combine Strength and Quickness of the Beast for +4 Bonus, otherwise add +4 d6 to roll.)
Disadvantages: Abominable hybrids and meta forms (crinos forms/half shifts etc.) Sapiens, Lupine and Hybrids have Superstition disadvantage, and are fearful of heavy mists, unsure of what they see in the mists and whether it is a spirit or living.
Berksekr Tribe
Warrior lupus out of Romany and Norse heritage.
Advantages: Claws of Ice, Preternatural Insight.
Disadvantages: Superstitious, Compulsive Theives.
Rom Tribe
Lupus out of old gypsy Carpathian and Transylvanian heritage.
Advantages: Preternatural Insight. Pre-and-post-cognition at ages 500+.
Disadvantages: Compulsive theives.
Wanagiyata Tribe
Cougars, lynxes, bobcats out of North America.
Advantages: Shapeshifting: They may shift into any animal type within a territory as their will commands it. Claws of Fury-Electrical.
Disadvantages: No control of shift during the moon they were born or sired under.
Sumanitu Taka Tribe
Wolves, out of native american and Inuit heritage.
Advantages: Shapeshifting: They may shift into any animal type within a territory as their will commands it. Custos and Hybrid- Shadow Gift-Shadow Walk and Gate.
Disadvantages: No control of shift during the moon they were born or sired under.
Himalayan Tribe
Felid out of the Himalayas.
Advantages: Breath of Ice - encases target in ice. Claws of Ice-Freeze victim.
Disadvantages: Succeptable to heat, -5 stamina when temperature is above 80. Double dmg. with fire.
Balam-Colop
Jaguar tribe out of South America.
Advantages: Shadow Elemental
1-Shadow Veil - conceals Felid in shadows, can be revealed by bright light.
2-Shadow Cloak - conceals Felid and their presence in a cloak of shadows which light and vision cannot penetrate.
3-Shadow Path - shadow walking
4-Gate of Shadows - close distances with gates which others can pass through as selected.
5-Shadow Phase - a quick phase into an ethereal shadow form.
6-Shadowy Chasm - Plunge someone into the shadow realm.
7-Raise the Shadows - raise shadows to create material forms of shadow which only those allowed can contact without passing through the shadows. Form bridge of shadow that can be crossed, shadow walls, shadow weapons, etc.
8-Shadow Scry - part the veil to spy on someone whose name, location, or identity you know.
9-Prison of Shadows - place someone in a prison of shadows either in the shadow realm or in a room which is sealed in by shadow walls.
10-Lord of Shadows - Create Shadow wards, effects, weapons, items, etc.
Disadvantages: New moon full form shift - Lasts 3 nights out of every month.
Ocelotl-Colop
Ocelot tribe out of South America.
Advantages: Preternatural Reflexes - Reflexes become fluent and flawlessly mechanical and quick, blocking and combat maneuvers performed in perfect time and unison, even reaching supernatural sswiftness. Celerity Leap-Move with blind eye motion up to 500 ft.
Disadvantages: Felidae, Sapiens, and Hybrid dwarfism, 4ft in height and under.
Böxenwolves Tribe
Lupus out of Europe, all originated in Russia.
Advantages: Suspension - a telekinetic gift which allows lupus to lift someone gently or catch someone or something falling to let them or it down softly. Boxenwolves Lupine-Telekinesis.
Disadvantages: Unable to use lycanthropic night vision unless in full wolf form.
Felid Gens Tribe
Lions, tigers, and leopards out of ancient Rome.
Advantages: Mental Fortress - felid is immune to mental attacks, probes and tampering. Blessed of the Moon-Some are immune to all gifts (not including trait advantages) but cannot exceed 5 levels in Gifts themselves.
Disadvantages: Unable to use telepathy.
Gael Madra Tribe
Felid and lupus out of old Celtic heritage.
Advantages: Glamour - This gift causes the lycanthrope it is used on to change in appearance and assume an alter-indentity. They can also use it to age their appearance.
Disadvantages: Insanity or Alcoholism.
Asian Tribe
Felid and lupus out of the east orient.
Advantages: Martial Haste - the lycanthrope's speed is increased by +10 and they can haste actions by +3.
Disadvantages: Unable to take dire form.
Akira Tribe
Wolf tribe out of India.
Advantages: Envision Aura: the lupus can identify race, age, mood, alignment, and how powerful something is.
Disadvantages: Cannot take any gift which protects against insight and sense powers.
14-Bagheera Tribe
Panther tribe out of India.
Advantages: Shadow Path - Shadow Walk, Form, Gate and Phase.
Disadvantages: Cannot take telekinesis.
Khan Tribe
Bengal tiger tribe out of India.
Advantages: Displacement - Target vanishes from one place and appears in another in immediate area as called. Hybrid-Glamour-taking on the appearance of another person.
Disadvantages: Maneating tendency.
Takatifu Simba
White Lion Tribe out of Africa.
Advantages: Shamanic healing, divination, spirit and protective gifts.
Disadvantages: All felidea are albino and felid lycanus can only learn one advantage path.
Simba Malevi
Lion Tribe out of Africa.
Advantages: Improved strength (+8) and stamina (+5). Bestial Hybrids-Shadow Lords-Shadow Walk, Form, Gate and Phase.
Disadvantages: Maneating tendency.
Zamu Nyau
African Felid Tribes: leopards, cheetahs, and servals of Africa.
Advantages: Quickness for cheetahs (Level 3 Celerity-Blind Eye movement). Climbing adeptness (level-8) and dexterity (+5) for leopards. Acute hearing for servals (Perception +8). Cloak of Elusiveness-go unnoticed by humans while in full animal form (Hybrids can use this at all times) unless they charge or attack a human.
Disadvantages: Vulnerable to ice gifts and cold temperatures by 50%.
Loarinna Tribe
Thylacine breed out of the aboriginal people of Australia, and of the Tasmanian and Polynesian islands. Thyladom.
Advantages: Tasmanian Tiger Demon Kin ancestor. Demonic Thyladom-Domination, Elements-Fire and Earth. Custos-Loarinna born under a new moon get:
Children of The New Moon - Shadow Elements
1-Shadow Veil - conceals custos in shadows, can be revealed by bright light.
2-Shadow Cloak - conceals custos and their presence in a cloak of shadows which light and vision cannot penetrate.
3-Shadow Path - shadow walking
4-Gate of Shadows - close distances with gates which others can pass through as selected.
5-Shadow Phase - a quick phase into an ethereal shadow form.
6-Shadowy Chasm - Plunge someone into the shadow realm.
7-Raise the Shadows - raise shadows to create material forms of shadow which only those allowed can contact without passing through the shadows. Form bridge of shadow that can be crossed, shadow walls, shadow weapons, etc.
8-Shadow Scry - part the veil to spy on someone whose name, location, or identity you know.
9-Prison of Shadows - place someone in a prison of shadows either in the shadow realm or in a room which is sealed in by shadow walls.
10-Lord of Shadows - Create Shadow wards, effects, weapons, items, etc.
Demonic Thylodom Gifts
Domination
1-Influence the Will
2-Dread Presence
3-Commanding Presence
4-Command the Will
5-Enslavement - by blood and imbuing subject with sexual essence.
6-Blood Domination - permanent domination with blood and commands.
7-Dominate the Will
8-Dominate the Temple - dominate mind, will and soul.
9-Guardian Seal - brands or tatoos subject and lays specific commands of protection within subject by imbuing mark with their blood and commands. Protection can include Gate triggers which returns subject to a select location if injured or in peril, or which can protect subject from up to any three specific conditions as ordained by the Master of Domination.
10 - Master Seal of Enslavement - Burns a powerful blood seal of possession and domination on subject, making their will bend to whosoever the Master of Domination commands. If Slave runs away, OR is taken away, they begin to weaken the moment they leave those boundaries set by their master, unless IN their master's company, and within a few hours fall into a death like sleep which only their Master can awaken them from.
Fire Element
1-Claws of Fire - Catches anything they rake on fire and burns deeply.
2-Ring of Fire - Forms a protective barrier of incinerating flames.
3-Fire Ball - Explodes in 25 foot radious, radius doubled if reflected off of walls.
4-Fork Flames - Fork a flame element to strike multiple targets.
5-Cage of Fire - Envelope someone in immutable flames.
6-Quick Fire - Vaporizing Fire blasts through area
7-Sphere of Flames - Sphere of flames surrounds invoker OR subject and can act as shield or hold victim in arrest of fiery globe The flames are various colors and each act according to a different effect Red-Burns and Blisters White-Vaporizes Electric Blue-Seals air and shocks Black-Degenerates and Burns bitter cold Orange-Burns, Blisters and repulses Yellow-Sulfuric Acid burn and causes nausia
8-Lake of Lava - Up to 5 miles radius.
9-Raise Volcano & Awake - 100 Mile radius
10-Master of Fire - Create Fire Elemental Spells.
Earth Element
1-Missled Pebbles - hits with force of bullets.
2-Stone Cannon - A Stone is shot at someone like a cannon ball.
3-Steps of Stone - A stairway of stone materializes and vanishes as earth elemental wills.
4-Tower of Stone - A tower of stone surrounds target area up to 100 feet across.
5-Flesh to Stone - Transmute Flesh into Stone.
6-Transmute Minerals - alter any earth element into another earth element - i.e. metal to dirt, stone into mud, gems into dirt, etc.
7-Shatter Earth Element - Shatter stone, metal, clay, gems, glass or any other earth element.
8-Restore the Earth - 1-dmg to caster per acre. Restores an area exactly as it was prior to destruction in a matter of minutes.
8-Land Slide - Brings a hillside, mountain, fortress or Cliff, roaring down fiercely on target/s.
9-Earth Quake - A rift tears open in the ground and shakes the ground violently. Can topple buildings and cause land slides, as well as tsunamis.
10-Master of the Earth - Elementalist can formulate earth commands, use them for warding, and blend them with other elemental gifts.
Disadvantages: Cannot produce Thyladom (i.e. Lupine/Felidae) breeds because the Thylacine are extinct, with TWO exceptions, one being if a living Thylacine can be found alive. The other is if a Thyladom is born as a demonic Tiger-wolf out of a female, Demon Kin ancestor. Demonic Thyladoms stop aging when they make their first shift into human form between ages of 18-35 (2-5 years in animal form).
Tribu Del Lobo
Spanish lupus breed out of Spain.
Advantages: Fire Elements.
Disadvantages: Detest firearms because they are loud and 'take away from honor', and will not lower themselves to use them.
Goth Tribe
Germanic breed.
Advantages: Lore of Ahma, Ability to create runes, glyphs, potions, enchanted weapons, and scrolls by connecting with the spirits of nature and capturing them inside of items which are carefully prepared with blood rituals while uttering commands which locks and fuses the captured power into the item.
Disadvantages: Animalistic, strange behavior, ferocious when angered.
Mongrels
"Mutt" lycanthrope that have no clue about their tribal heritage, called "Mongrels" among other things.
Advantages: None.
Disadvantages: They have no special advantages.