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A B OOK OF M ONSTERS
A supplement for Æternal Legends by Stewart Wilson
C H A P T E R
This is a supplement about monsters.
As a game of modern fantasy, Æternal Legends focuses on presenting the trappings and feel of the fantasy genre in the modern day. That said, the monsters of folklore—vampires and werewolves, zombies and ghosts―show up in enough fantasy stories that they can make good foils for Legends. A circle receives word of a vampire lord who rules a near-forgotten Pocket Kingdom with an iron fist and an army of the undead. A group of new Legends must deal with the werewolf pack picking off their community. Æternal Legends is the roleplaying game of fantasy heroics in the modern world. You can get it as a print book from Lulu, as a Print + PDF bundle from Indie Press Revolution, or in PDF from RPGNow. Æternal Legends is published by Mob United Media, http://www.mobunited.com Further information, downloads, and the like can be found at Stewart Wilson’s pages for the game: http://zeropointinformation.com/aeternal
risen to prominence in an Eastern-European country over hundreds of years. his bearing and very nature exudes authority.3 C H A P T E R V AMPIRES I Tales of vampires go back into the mists of history. but in return they do not age and cannot be killed―outside of specific circumstances. Elder Vampire This vampire is a classic of his kind. . with hundreds of people under his command through a combination of nobility and mind-bending illusions. Though he’s probably swapped the opera cloak for a designer suit. These creatures need the blood of the living in order to feed.
it’s teeth are 1 Force (wound) weapons.VAMPIRES Body/Health: 4/8 (-Daylight) Mind/Wits: 3/7 (+Cunning. A bat’s Body is 1. wound). The mind-control effects alluded to in folklore come from use of Illusion spells. A wolf can bite using Body + Wolf. Grapple 4.i . Despite having most of the traits of more traditional vampires. Either transformation replaces the “Vampire” Aptitude with the appropriate animal aptitude. Bite (7. looking for blood. The Blood Pack More modern vampires range from creatures who hide in the Arctic circle for much of the year until they can stalk without fear of sunlight for months at a time. Magecraft: Illusion 3. the Blood Pack have no desire to rule―they just want to feed. High-Born 4+Skill: Silver Tongue Initiative: 9 Conflict: Sword-cane (5. Debate (11) Expertise: The Right to Rule (Presence + High-Born) 4 An elder vampire can change into a bat or wolf at the cost of 1 Magic. to anarchic biker gangs who cruise the streets at night. wound. . If an elder vampire is killed. must grapple first). Blood is Life) Magic: 6 Aptitudes: Vampire 3. but it can fly. Lived For Many Centuries 2. he will return to life when someone spills blood over his remains. -Daylight) Presence/Will: 5/9 (+Charming) Ethos: 2 (Beliefs: I was made to control.
the victim becomes a full vampire herself. The vampire then bites (as a strike) using Body + Vampire. -Daylight) Presence/Will: 2/6 Ethos: 2 (Beliefs: I must sate my hunger.i . for more details. Every point of damage done returns a point of magic. In direct sunlight. Vampires used as antagonists are assumed to get enough blood to continue living. See the “Thralls” section. double the penalty. To feed. The victim must be either willing to become the vampire’s blood-slave. Biker Gang 3 Initiative: 7 Conflict: Chain/Crowbar/Makeshift Club (9. below. or unconscious as a result of damage. stun). -Daylight) Mind/Wits: 3/7 (+Cunning. . Grapple (9). Once the head vampire is discovered and killed. the Blood Pack will crumble to dust. If the vampire isn’t killed by the end of the story. The Vampire Aptitude The Vampire Aptitude has the following special effects: Daylight: The “Daylight” Flaw on both Body and Mind applies whenever vampire is exposed to daylight. The vampire spends two points of Magic. The Change: A vampire can transform a normal human or Awakened into another vampire. the vampire first has to grapple his victim (this is unnecessary if she is willing or otherwise unable to defend). Feeding: A vampire needs blood to live.VAMPIRES Body/Health: 5/9 (+Tenacious. People are just happy meals―they don’t really matter) Magic: 6 Aptitudes: Vampire 2+Skill: Bite. and at the end of the scene the victim becomes a Thrall. Bite (8) Expertise: Tearing Throats Out (Body + Vampire) 5 The Blood Pack has a form of vampirism that requires a mystic link to the vampire who created them.
so use this ability relatively sparingly. she gains one point of Hunger. She can’t take any action other than attacking anyone nearby until she’s reduced her Hunger to below her maximum Magic. For every day that passes. and cannot defend against any attacks. Thralls and Vampires Vampires can make more vampires out of just about anyone. Undead: Being already dead. and loses access to her Clade’s abilities―though she keeps any Edges and Flaws from her Clade. rather than someone to spend eternity with. vampires do not age and suffer no ill effects from old age.i . Unaging: A vampire regains all lost wounds when he next sleeps.VAMPIRES 6 Eternal Sleep: Vampires traditionally enter a deathlike sleep in the daytime. and has extensible incisors that deal 0 Force (wound) damage on a bite (though she must grapple first). A transformed victim becomes a Thrall: she increases Body and Health by 1. At the end of the story. a thrall transforms into a vampire. A vampire who is in such a state is insensible of the world around him. If killed in such a way. she lashes out at anyone who comes close. as above. as above. Guns only do Stun damage to vampires. The new Thrall is immediately made Aware. If the killing blow the wound was caused by a magical weapon. Legends can never be transformed into Thralls. . the vampire crumbles to dust rather than leaving a corpse. When she drinks blood. The magic spent to attempt the transformation is wasted. but suffers the Daylight Flaw on both Body and Mind. she also loses points of Hunger equal to Magic gained. being up and around costs 1 magic per hour (and risks the Daylight flaw kicking in). She gains the Vampire Aptitude at 1. in addition to regaining spent Magic. needing blood. even if the wounds would otherwise have killed him. but the need for blood is not yet all-consuming. he is truly dead. though most realise that they’re creating a competing predator. or a wooden stake (an attack with a stake that deals enough damage to kill the vampire is assumed to pierce the heart). She hungers for blood. If her Hunger is ever greater than her maximum Magic. nor can they become full vampires.
Assuming that the werewolf survives for any length of time. she likely has a stash of loosefitting clothing and basic survival gear that she ties around her neck when it’s close to the full moon. to a lone marauder wandering far and wide in search of territory of his own. the areas where people should not walk if they want to remain safe. The traits given in italics apply in her monstrous form. The threat posed by werewolves range from an established pack living far from humanity who guard their territory closely.7 C H A P T E R W EREWOLVES I I Werewolves speak to the untamed wilds. . The Lone Monster This is the classic movie werewolf: a young person who transforms under the moon into a raging monster without her consent.
The pack’s typically two or three werewolves under the control of an alpha wolf. civilisation is for wimps) Magic: 7 Aptitudes: Werewolf 2. +Strong) Mind/Wits: 2/6 3/7 (+Cunning. regeneration. Chef 1 Initiative: 7 Conflict: Hunting Knife (5. wound). Bite (12. I hurt anyone who comes near me. . She takes on this form at night for the three nights surrounding the full moon. grouping together with their own kind to rule a territory. Claws (10. -Incoherent) Ethos: 3 (Beliefs: I’m nothing without self-control. Survivalist 3+Skill: Jury-Rig. In her monstrous form she doesn’t save Wits to defend. and armour to protect her.WEREWOLVES 8 Body/Health: 2/6 (+Hardy) 6/10 (+Hardy. it’s nearly impossible to break even if the individual werewolves hate one another. wound). Though it’s a psychological compulsion. -Obsessive) Presence/Will: 2/6 (-Loner) 1/5 (-Loner. instead clawing and biting anyone around her and relying on her Health. wound). Thick Hide (2 point armour) Expertise: Make Do and Mend (Mind + Survivalist) The lone monster has one alternate form: a hulking monster nearly ten feet tall with vicious teeth and claws. Pack Hunters Many werewolves have a pack instinct.ii .
applicable to tracking. claws deal 0 Force (Wound). and generally being a wolf. Compound Bow (8. For the three nights surrounding the full moon. they cannot take human form unless the sun is up. In hybrid form. biting. Mechanic 2 Initiative: 6 Conflict: Hunting Knife (7. . wound).ii . increase Body and Health by 3. “Werewolf” becomes the “Wolf” animal aptitude. My territory means my rules) Magic: 6 Aptitudes: Werewolf 4. wound).WEREWOLVES Alpha Wolf Body/Health: 3/7 Mind/Wits: 3/7 (+Cunning) Presence/Will: 2/6 (-Insular) Ethos: 2 (Beliefs: Being alone is worse than death. Hunter 2+Skill: Tracking. Bites deal 0 Force (wound) damage. -Insular) All Traits 6 Aptitudes: Werewolf 3 Pack hunters can transform into wolves or a hybrid form that mixes both man and wolf in a terrifying knot of muscle and fur. and gain the Strong Edge on Body and the Incoherent Flaw on Presence. In this form. and bites 2 Force (Wound). hunting. In wolf form. Tracking (7) Expertise: Hunt You Down (Mind + Hunter) 9 Werewolves All Attributes 2 (+Cunning.
In this form. covering tracking. Assume that the werewolf heals all outstanding damage at the end of each scene. −1 Presence (-Incoherent). but she’s able to remain in control. If the Aptitude is 2 or below. -Obsessive). Thick Hide (2 points armour). hunting. with Health 6. but if she’s got a free track to the left of her earliest injury. wound). Wound). Examp le: Kira’s a werewolf.WEREWOLVES The Werewolf Aptitude 10 The Werewolf aptitude is a combat aptitude that covers the use of a werewolf’s natural weapons (bite and claw) in any nonhuman form. wound). and one Wound for four points. Extra Health: Werewolves have a lot of health in hybrid form. She also reduces her rightmost Wound or Mortal injury (whichever’s worse) by her Werewolf Aptitude each turn. She’s unaware of what transpires in this form. Claws (0 Force. she doesn’t heal part of the next injury. +1 Mind (+Cunning. +0 Presence (-Incoherent). The werewolf’s hybrid form is weaker. The Werewolf Aptitude becomes a Wolf aptitude. but cannot return to human form in the three nights surrounding the full moon. new injuries have to fill in that space first. Claws (0 Force. Bite (2 Force. Regeneration: A werewolf removes the full track of his rightmost Stun injury every turn. bites do 0 Force (wound) damage. The characters Attributes and Traits don’t change. she can change shape at will. She’s taken a pounding: she’s got two Stun injuries. Bite (2 Force. Werewolves can also transform into wolves. Shapeshifting: A werewolf can change shape. +3 Body (+Strong). If the Aptitude is 3 or above. one for three points and one for five. if their Aptitude is 3 or above. If her Aptitude is greater than the amount of damage dealt. +4 Body (+Strong). and generally doing what wolves do. and hunting people. Wounds remain in the same tracks as before. using animal senses. wound). the werewolf shifts involuntarily into a monstrous form on the three nights surrounding the full moon. This applies even if the werewolf’s already blown through from Wound to Mortal.ii . Her human-form health track looks like this (ignoring the Mortal track): .
injuries in the “spare” health tracks don’t affect her. taking at least 1 point of damage from a bite attack. if not . When a werewolf shifts back to human form.WEREWOLVES [X] [X][X] [X][X][ ] [ ][X][ ][ ] [ ][X][ ][ ][ ] [ ][X][ ][ ][ ][ ] [X] [X][ ] [X][ ][ ] [X][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ][ ] 11 Shifting into her monstrous form.ii . The Curse: A normal human or Aware who is bitten by a werewolf. and a five-point Wound. So having taken a further four-point Stun injury. even if one has blown through to a mortal wound. her shifted Health track looks like this: [X] [X][ ] [X][ ][ ] [X][ ][ ][ ] [ ][ ][ ][ ][X] [ ][ ][ ][ ][X][X] [ ][ ][ ][ ][X][X][ ] [ ][ ][ ][ ][ ][X][ ][ ] [ ][ ][ ][ ][ ][X][ ][ ][ ] [ ][ ][ ][ ][ ][X][ ][ ][ ][ ] [X] [X][ ] [X][ ][ ] [X][ ][ ][ ] [X][ ][ ][ ][X] [ ][ ][ ][ ][X][ ] [ ][ ][ ][ ][X][ ][ ] [ ][ ][ ][ ][X][ ][ ][ ] [ ][ ][ ][ ][ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ][ ][ ][ ][ ][ ] One she takes three more Wound injuries. at which point she transforms (and becomes Aware. she’ll have filled up her “spare” and will start marking injuries to the right of her existing ones as normal. but can only use this at the next full moon. will turn into a werewolf at the next full moon. her next Stun and Wound injuries go into the empty left-hand column. but heal as normal for a werewolf. The victim should record 1 point in the Werewolf Aptitude. These injuries have no real effect. and work rightwards from there.
Silver that’s less than 90% pure has no effect. .WEREWOLVES 12 already). If the werewolf who cursed her is killed before then.ii . A silver-plated weapon is only useful for one attack. and wounds caused by it do not heal without medical attention. A silver weapon (including silver bullets) subtracts 1 from its Force. nor do those to the left of the silver injury. Silver: Any weapon made from silver ignores the werewolf’s natural armour (if any). everyone she has bitten will recover. whether it does damage or not. Legends cannot be turned into werewolves in this way.
or grappling and attempting to bite. One zombie is often not a problem. Scavenged club (8. they’re already dead. and strange artifacts and viruses can also raise those thought dead. and have a Mind score simply because they’re able to perceive sources of food (creatures giving off heat and making noise) and head towards them. Zombies do not have agency. Zombies Body/Health: 3/7 (+Unflinching) Mind/Wits: 1/5 (-Feral) Presence/Will: 0/0 Aptitudes: BRAAAAINS!! 4 Conflict: Grapple (7). Legends mostly face zombies when powerful Darksiders unleash necromantic magic to raise the dead. must be grappled first). through some Interstices refuse to let the dead lie. with no way back. Unarmed (7. Bite (7. .13 C H A P T E R Z OMBIES I I I Shambling horrors from beyond the grave. but a hundred or a thousand are bad news. wound. zombies are mindless creatures who hunger for warm flesh. stun) Zombies do not take any defensive actions. They only use Wits to buy actions: either attacking and attempting to grapple. Once someone’s a zombie. stun).
nor does he need to eat. old age. and means that he does not suffer negative effects from having a full column in any of his injury tracks. He’s quickly coming up to Dark Lord status. The Lich-King’s skin is Distinctive. Lich-King (Orc Legend) Body/Health: 2/10 (-Distinctive) Mind/Wits: 5/9 (+Learned) Presence/Will: 4/8 (+Rousing. breathe. making him a good foil for a long-term Æternal Legends game.iii . Wither the Vessel (17. -Desiccated) Ethos: 4 (Beliefs: Death is a part of life. It also gives him the ability to . Lich 4. The Lich-King is a Darksider who has done just that. at which point the body is destroyed. A healthy mind needs a healthy body) Conviction/Degeneration/Magic: 6/8/8 Aptitudes: Book-Knowledge 5. No man is an island. and worn. He first founded his temple beneath the city streets two hundred years ago in order to continue his studies. binding his spirit to his body. Magecraft: Death 6+Spells: Service Beyond Death. and just keep going until a Mortal injury fills its whole column. so that sickness. wound). and the blade of a Legend cannot shuffle him off this mortal coil.ZOMBIES 14 Zombies do not suffer any penalties or unconsciousness due to injury. and he’s finally taking apprentices. in that it’s old. Steelsilk Robes (3 points armour) Expertise: Death Magic (Mind + Magecraft) “Lich” adds to the Lich-King’s Health. wound). or sleep. The Lich-King Some demented sorcerers study the lore of death. like ancient parchment. Wither the Vessel Spheres: Splendour 4 Initiative: 6 Conflict: Wicked talons (2. seeking immortality and a command over the energies of the damned. wrinkled. Anyone who takes damage from a zombie’s bite attack will return as a zombie when she dies (though Legends are immune). Knowledge needs a purpose.
Threshold 3 Domains: Alteration of Death. don’t think for themselves. Threshold 3 Domains: Alteration of Death. the zombies fall down dead once again. Creation of Security. This spell raises a small number of zombies who act as guards within the wizard’s lair. Duration (+2). Creation of Minions. raising a zombie horde of the nearby dead to attack any living thing nearby. Spells Service Beyond Death Cost 6. Limited Area (-1) Summon the Unliving Horde Cost 8. The spellcaster can specify a list of people whom they won’t attack. When the sun next rises. System: The wizard raises one zombie per point scored on the roll. Destruction of Rest Seeping magic into the very air. Breakdown: Significant effect (Cost 5/Threshold 3). but she does leave enough of an imprint that the zombies won’t attack her. Once created. The summoned zombies last for a year. anyone else is fair game. or until destroyed. The spell binds the undead to a specific location that they cannot leave.ZOMBIES 15 command the undead and commune with the dead. anyone bitten who has survived until that point will not rise as a zombie if they die. System: An army of the undead―100 per point scored on the roll―climb from their graves to feast upon living flesh. . His half-dead body also means that firearms only deal Stun damage.iii . the spellcaster can’t control the horde of zombies. throughout an area the size of a small town. the wizard tampers with the very nature of death. Destruction of Rest To some wizards. the best guards are those who do not speak. and who don’t breathe.
Affects Other (+1) . Destruction of Life. Wound). System: The spellcasting roll is an attack against one foe at range. Creation of Pain Magic infused with necromantic energy makes a powerful weapon. Threshold 1 Domains: Creation of Death. with this spell as a weapon (Force 1. Affects area (+1).iii . Creates horde (+2) 16 Wither the Vessel Cost 3. accelerating tissue decay to inflict painful wounds. Breakdown: Minor effect (Cost 3/Threshold 1).ZOMBIES Breakdown: Significant effect (Cost 5/Threshold 3).
After all. Creating New Monsters It’s up to you whether vampires and werewolves as presented here breed true. but aren’t notably Bright or Dull. . the basic urges that make these creatures into monsters play well against the beliefs held by a lot of people about equality. That’s up to the individual to decide whether he wants to fight against the monster within. or use the mechanics given for cursing others with their particular kind. or just plain not chowing down on people. but what about playable characters? Looking at them through the same sort of lens that Æternal Legends throws over other fantasy tropes shows some possibilities for making both vampires and werewolves into Clades. or to revel in what he has become.17 C H A P T E R I V C URSED H EROES The information on vampires and werewolves is all well and good for introducing them into the world of Æternal Legends as antagonists. If they do spread by bite and claw. vampires and werewolves get a full Clade write-up. Like humans. only the Unaware can be affected by these capabilities: one Clade cannot strip the marks of another.
it’s very rare to find a middle-class vampire. and even away from Aware society at large. since they live among them so easily. Vampires need blood to survive. . but it’s better than the other option. they make deals with butchers and slaughterhouses to get enough blood wholesale. Naturally. and cultivate groups of humans who willingly give up a pint or two each month to keep the vampires happy. It’s like drinking decaf after a lifetime on espresso. but nobody said it had to be human blood―it’s tasty. Often. Some vampire communities. that lack of contact leads to a lot of ill-feeling among those vampires who don’t think they should hide. Dress-wise. and some loners. not necessary. giving themselves over fully to their vampiric nature.iv – CURSED HEROES 18 V AMPIRE Overview The legends speak true. and it’s rare to find a vampire who’s stocky. Others prefer torn denim and whatever work they can get on the graveyard shift. Vampires live among humanity. let alone overweight―they don’t metabolise blood in the same way that other Aware metabolise food. often along with high-paying jobs. trying to deny the monster within. deathless creatures who need the blood of the living to survive. decide that they don’t want to subsist on animal blood. Some revel in their nature as parasites on the necks of the living. Appearance Vampires look a lot like humans. Average height is a couple of inches taller than for humans of the same gender. Where vampires are a known part of an Aware community. Despite the fact that sunlight isn’t fatal. these groups can exist without the authorities knowing. and want to get on with their lives. many vampires gravitate towards high fashion. Most don’t think philosophising is going to help. Some spend their nights in anguish.
The Hunger (Active): The blood of the Aware carries some of their magic within. Vampires’ ears come to a soft point. All vampires have the Presence Edge: Persuasive and the Body Flaw: Daylight A vampire gains a point of Hunger each day. vampires stand out a little more. and cool to the touch. or breathe as long as they have a supply of blood. and do not need to eat. In a Pocket Kingdom. and though the fangs extend to feed. then bite with Body + Aptitude (dealing wound damage). Legends Dead Flesh (Passive): After Manifesting. Clade Characteristics Vampires are smooth and hypnotic speakers who can get anyone to go along with them. Each wound she deals removes one point of Hunger. Each wound that she deals when drinking from an Aware victim gives her a point . and his pulse (if he still has one) is buried well enough that nobody can find it. He grows paler. a vampire’s flesh becomes denser. a vampire dies of starvation. Drinking three pints of animal blood. or blood sourced from a transfusion service. they never fully retract. will also remove a point of Hunger if the vampire spends a point of Will. making it painful to do anything when in daylight. Drinking one pint of fresh human blood removes one point of Hunger. Once her Hunger hits 15. vampires do not age. This helps ease the way among newly-Aware people who only have Hollywood and horror novels to go on. Their eyes are brilliant hues. When her Hunger is higher than her Magic. drink. The sun remains their bane. many not found among humans―purple and red are just as common as green and blue. a vampire can do nothing but try to get blood―usually by attacking anyone close enough. A vampiric legend can drink it to gain their power. The vampire first must grapple her victim. A vampiric Legend treats any firearm attack as stun damage. and gives them more of an appearance of being a walking corpse.iv – CURSED HEROES 19 To Aware eyes.
Nobody among the Aware knows for sure. The very nature of a werewolf’s existence causes problems for most. Spheres For simplicity’s sake. What people do know: Werewolves exist. The vampire can also voluntarily take extra Hunger in place of spending points of Magic. though some families of moon-touched share their own legends―legends that are one part wishful thinking to two parts New Age hokum.iv – CURSED HEROES 20 of Magic. who she’s killed―is a real pressure on the minds of most. vampires use the Sphere powers of other Clades. awaking when the sun rises with no memory of what they’ve done. on a one-for-one basis.. Not knowing what happens on those three nights a month―who she’s hurt. or a people cursed to reveal their inner monster when the moon shines full. Elf (major) Strength: Elf (minor). Gnome (major) Victory: Human (minor). Elf (major) Beauty: Dwarf (minor). Human (major) Mercy: Human (minor). as follows. It’s for this reason . they change into wolves and prowl the streets. Dwarf (major) W EREWOLF Overview Werewolves may be beasts who live as men. In the light of the full moon. in addition to removing Hunger. Splendour: Elf (minor). Normally they look like anyone else on the street.
though werewolves have the same weight range. turn to religion. and can turn that to more mundane problems. hoping that nothing bad happens when shifted. And if she can trust in that. they find it hard to overcome those same instincts if the immediate course of action goes against their best interests. To Aware eyes. fuzzy hair on their arms and legs.iv – CURSED HEROES 21 that many werewolves. shiny hair that grows very quickly: two inches or more in a week. and her muzzle sticks forwards. the werewolf transforms into a large wolf. . more than any other Clade. Only on a full moon do they forget. In a Pocket Kingdom. and thick. or lock themselves in secure rooms far away from anyone they may hurt. Appearance Werewolves look like short. A werewolf doesn’t remember what happens during those three nights. highlighting a mouth full of long. sharp teeth. werewolves can transform into their wolf form at will. All werewolves have thick. A few others who can’t share their fellows’ faith either live in denial. something that she can trust without ever knowing. Clade Characteristics Werewolves retain a lot of their animal instincts throughout the month. the werewolf finds that she can put faith in something far above her. and a the Aptitude: Wolf 3. Her bite deals 0 Force (wound) damage. with the same Attributes and Traits as in her human form. a werewolf has a more animalistic cast. Average height is three or four inches shorter than that of humans of the same gender. and remember what happens. Men have thick stubble less than six hours after shaving. Both genders have thick eyebrows. stocky humans. However. Her brows overhang. As part of an Unaware congregation. All werewolves have the Mind Edge: Cunning and the Mind Flaw: Instinctive For the three nights around the full moon. just maybe she can trust that she’s not killed anyone when she’s changed. Almost her whole body is covered in a layer of thick hair.
Dwarf (major) Beauty: Elf (minor). Splendour: Gnome (minor). Human (major) . wound). as follows. Dwarf (major) Victory: Gnome (minor). The werewolf’s hybrid form has +3 Body (+Strong). 10). Bite (2 Force. becoming a terrifying blend of teeth and claws for a time. Spheres For simplicity’s sake. Dwarf (major) Mercy: Gnome (minor). Claws (0 Force. Increase total Wits by 2 The Beast Within (Active): The werewolf can unleash the animal within.iv – CURSED HEROES Legends 22 Heightened Instincts (Passive): A werewolf who Manifests retains the animal synthesis between mind and body in every form. +0 Presence (-Incoherent). She has extra Health as noted for the Werewolf Aptitude (p. but must spend a point of Will to take any action that doesn’t involve hunting or killing something. She must spend a point of Magic to take on this form. wound). Gnome (major) Strength: Human (minor). werewolves use the Sphere powers of other Clades.
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