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Therianthropy

Bite
  • Attribute:  Strength
  • Type:  Attack
  • Time:  One action
  • Description:  A character with this skill is able to make a vicious biting attack against a grabbed or prone opponent. With a successful skill check, the attack succeeds causing damage equal to the Strength score plus one per skill point in Therianthropy, with a crit range of 1-3 and a speed factor of 2, but carries a difficult (-4) modifier to hit. If the defender is not grabbed or prone, they are allowed an attack of opportunity against the attacker (assuming actions are available and all speed factor rules apply). Additionally, because of its aggressive nature, use of this attack action negates any defensive modifiers gained by stance or defend skills for the remainder of the round, i.e. Defensive form, general Evade, etc. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target makes a successful defend, the attack misses.
  • Specializations:  None
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Chuck Sperati
Charge
  • Attribute:  Agility
  • Type:  Move
  • Time:  One action
  • Description:  A character with this skill can rush a foe without suffering the normal difficult (-4) modifier to defend actions in that round. Normal rush rules still apply to the target, i.e. difficult (-4) modifier to defend actions, and a Stamina save to avoid being stunned for the remainder of the round. In addition, if it is used with a Pounce attack, the target's reaction save to avoid being knocked prone is reduced by one per two skill points in Therianthropy. If the skill check fails, the character is subject to the normal Rush modifiers.
  • Specializations:  None
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Chuck Sperati
Claw
  • Attribute:  Agility
  • Type:  Attack
  • Time:  One action
  • Description:  Those with this skill are able to effectively use their natural claws as weapons. With a successful skill check, the character can make a raking or stabbing attack, causing damage equal to the Strength score plus one per two skill points in Therianthropy, with a crit range of 1-2. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target makes a successful defend, the attack misses.
  • Specializations:  None
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Chuck Sperati
Evade
  • Attribute:  Agility
  • Type:  Defend
  • Time:  One action
  • Description:  This skill is used to avoid melee attacks, and can be used in two different ways. A character can try to avoid an attack by spending an action and making a skill check, if the check succeeds the attack fails, if not it hits. When defending against multiple attacks, the character can choose to make a General Evade, wherein they take a defensive posture that is more difficult to hit; it must be announced at the start of the round, requires two actions plus a skill check, and gives all attackers a penalty to hit equal to the number of skill points in Therianthropy. Any melee attack (except Surprise) made against the character during that round is subject to this penalty modifier; this modifier is lost if the character takes another defend action in the same round.
  • Specializations:  None
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Chuck Sperati
Grab
  • Attribute:  Agility
  • Type:  Attack
  • Time:  One action
  • Description:  This skill is used to move inside the melee swing arc and seize the opponent with both hands, without causing damage. With a successful skill check, the attacker is able to grasp and hold the defender in a single action, usually to setup a followup attack; both the attacker and defender are considered prone during the grab. On their turn, the defender can attempt to break the hold with an attack or escape skill, though the attacker can use an action to maintain the grab with a successful skill check. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target makes a successful defend, the attack misses.
  • Specializations:  None
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Chuck Sperati
Hug
  • Attribute:  Strength
  • Type:  Attack
  • Time:  One action
  • Description:  This skill is used to hold an opponent prone while causing damage. It may only be used on a target that has been grabbed; with a successful skill check, the attackers arms are wrapped around the defender's torso with the hands locked, causing Strength damage with a speed factor of two. One action must be spent each round to maintain the hold (spending this action to maintain the hold does not count towards speed factor, but doing damage does). Once in the hold, the defender has a -1 modifier per two skill points in Therianpropy for any break or escape attempt, and this skill may be used to counter a successful break or escape, assuming the actions are available. Both the attacker and defender are considered prone during the move and this skill cannot be used to defend against attacks made by the target. If the skill check fails the move has not been applied correctly and the opponent gets a simple (+4) modifier to break the grapple. Regardless of success or failure, if the move is still applied, both the attacker and defender are prone at the end of this action.
  • Specializations:  None
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Chuck Sperati
Hulking Form
  • Attribute:  Constitution
  • Type:  Utility
  • Time:  Four actions
  • Description:  A character with this skill is able to shift a hulking form of their animal type. This is the first form that is available to Therianthropes and is typically an animal of roughly the same size as their humanoid form. The transformation takes a full round to complete, gaining any natural attacks, defenses, and move rates common to the animal type, while maintaining an animal level intelligence, i.e. unable to communicate, operate technology, etc. Clothing and gear do not transform with the character and could result in damage depending on the circumstances of the change. If the skill check fails, the shift is too painful to complete, further failed attempts require a Stamina save with a progressive difficult (-4) modifier, a failed save indicates the character has passed out from the strain of the transformation.
  • Specializations:  None
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Chuck Sperati
Pounce
  • Attribute:  Constitution
  • Type:  Attack
  • Time:  One action
  • Description:  Characters use this skill to launch themselves at an opponent, with the intent of landing on them and knocking them down. With a successful skill check, the character springs forward from a standstill equal to one move action x ½, plus one yard per two skill points in Therianthropy, and with a running start up to one move action, plus one yard per skill point in Therianthropy; the attack does damage equal to the Strength score plus the distance of the move in yards (to a maximum of six). The defender gets a Reaction save, with a -1 modifier per skill point in Therinathropy, to avoid being knocked down. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target makes a successful defend, the attack misses.
  • Specializations:  None
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Chuck Sperati
(E) Control Trigger
  • Attribute:  Influence
  • Type:  Utility
  • Time:  N/A
  • Description:  Those with this skill are able to resist involuntary transformations. With a successful skill check, the character is able to maintain their current form; this includes the typical triggers from the humanoid form to animal form as well as maintaining any of the animal forms through stuns or knockouts. Triggers may be deferred a number of times equal to the number of skill points in Therianthropy, after which there is a progressive difficult (-4) modifier for each trigger event until a change occurs. If the skill check fails, the involuntary transformation immediately occurs.
  • Prerequisites:  The Hulking Form skill and four skill points in Therianthropy
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(E) Frenzy
  • Attribute:  Agility
  • Type:  Utility
  • Time:  Two actions
  • Description:  Those with this skill are able to work themselves up into a wild state, giving them a better chance to hit and do damage. With a successful skill check, the character enters a frenzied state, getting a +1 modifier to hit per two skill points in Therianthropy, and a +1 to damage per skill point in Therianthropy (these stack with all other combat modifiers), but they have a progressive -2 modifier to all defend actions for each round in this state. In order to regain control, a second skill check is required at the defend modifier. This modifier can be reduced by half if their are allies to help talk the frenzied character down. If the character fails three successive skill checks, they will attack anyone in range until making a successful skill check or going unconscious. If the initial skill check fails, the character is unable to attempt to enter a frenzied state for a minimum of three rounds or until sustaining body damage.
  • Prerequisites:  The Hulking Form skill and four skill points in Therianthropy
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(E) Intelligence
  • Attribute:  Knowledge
  • Type:  Utility
  • Time:  N/A
  • Description:  A character with this skill is able to maintain their humanoid mental state after shifting forms. Still subject to the limitations of the animal form (i.e. a lack of opposable thumbs), this allows them to better utilize objects from the world around them, make more tactically sound decisions, and provides the ability to speak a rough form of any known languages. In addition, those with this skill are better able to control their shifting, negating the progressive aspect of the difficulty modifier after a failed transformation, i.e. the modifier never goes above difficult (-4).
  • Prerequisites:  The Hulking Form skill and four skill points in Therianthropy
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Chuck Sperati
(E) Maul
  • Attribute:  Constitution
  • Type:  Attack
  • Time:  One action
  • Description:  Characters with this skill are able to make a savage series of attacks on a helpless foe. This attack may only be used on a prone or grabbed target; with a successful skill check, the attacker makes a combination of attacks in a single action, these may be claw-claw or claw-bite, depending on the situation; the attacker makes a single skill check to hit and the defender makes a single skill check to defend, but if the attack hits, the defender must save against damage from both attacks. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target makes a successful defend, the attack misses.
  • Prerequisites:  The Claw skill and the Bite skill and four skill points in Therianthropy
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Chuck Sperati
(E) Rolling Strike
  • Attribute:  Constitution
  • Type:  Attack
  • Time:  One action
  • Description:  A character with this skill can move and attack in the same action. This is a disciplined move, not a rush type attack; it includes moving into, through, and/or out of a foe's threat area, without any penalty modifiers or drawing an attack of opportunity. All movement rules apply and it may be countered by a readied action which will force the attacker to stop and defend or suffer an attack of opportunity. It may be used with any attack skill that does not have a hold requirement, i.e. claw, grab, pounce, etc, with all related and general combat modifiers applied normally. If the skill check fails or the target makes a successful defend, the attack misses and leaves the character open to an attack of opportunity, unless they stop to take a defend action.
  • Example of use:  Make an attack and escape a flanked position, run past a foe while making a claw attack, move through a threat area performing a pounce to interrupt a flank, etc.
  • Prerequisites:  The Running skill and four skill points in Therianthropy
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Chuck Sperati
(E) Savage Form
  • Attribute:  Constitution
  • Type:  Utility
  • Time:  Four actions
  • Description:  A character with this skill is able to shift into a savage form of their animal type. In this form, the therianthrope maintains a humanoid form, but takes on specific characteristics of their animal type, typically claws, extended canines, and a degree of fur growth. This form is a little different for each therianthrope, depending on the individual and animal type, and can include aesthetic changes to features, a slight change of size, alterations in demeanor, etc (it is up to the player to determine the nuances of this form), and can give the character access to claw attacks or offer a modifier to Intimidate or related skill checks equal to one point per two skill points in Therianthropy. If the skill check fails, the character is unable to complete the shift, spending the round in a painful transition that reverts back to the humanoid form; further attempts have a difficult (-4) modifier for that encounter.
  • Prerequisites:  The Hulking Form skill and four skill points in Therianthropy
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Chuck Sperati
(M) Bestial Form
  • Attribute:  Constitution
  • Type:  Utility
  • Time:  Four actions
  • Description:  Characters with this skill are able to shift into humanoid hybrid of their animal type. In this form, the therianthrope becomes an anthropomorphized version of their animal type, with access to their attack and defend types and move rates, while maintaining the communication and fine motor skills of their humanoid form. This shift typically includes significant modifications to the standard humanoid form, clothing and gear do not transform with the character and could result in damage depending on the circumstances of the change. If the skill check fails, the character is unable to complete the shift, spending the round in a painful transition that reverts back to the humanoid form; further attempts can be made by spending the actions at no modifier.
  • Prerequisites:  The Hulking Form skill and eight skill points in Therianthropy
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Chuck Sperati
(M) Fast Form
  • Attribute:  Constitution
  • Type:  Utility
  • Time:  One actions
  • Description:  Those with this skill are able to quickly shift forms. With a successful skill check, the therianthrope completes a shift between any of the forms in only one action, though there is a progressive difficult (-4) modifier for each shift after the first in a single round. If the skill check fails, the shift requires the standard four actions to complete.
  • Prerequisites:  The Hulking Form skill and eight skill points in Therianthropy
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Chuck Sperati
(M) Natural Form
  • Attribute:  Constitution
  • Type:  Utility
  • Time:  Four actions
  • Description:  A character with this skill has gained enough control over their shifting ability to transform into a common form of their animal type. In this form, the therianthrope can pass as a common animal of their type, including size, behavior, and general mannerisms; in addition, a skill check is no longer required to shift forms under normal circumstances (i.e. Fast Form still requires a skill check). This shift typically includes a significant change in size and shape, clothing and gear do not transform with the character and could result in damage depending on the circumstances of the change.
  • Prerequisites:  The (M) Bestial Form skill and eight skill points in Therianthropy
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Chuck Sperati