1) The document describes the abilities of a werewolf Godbound, including supernatural strength, senses, and the ability to shift forms.
2) Lesser gifts allow stealth, speed, and regeneration. Greater gifts allow immortality and the ability to turn others into werewolves under their control.
3) The werewolf can track targets over long distances and inflict madness and bloodlust through their howl.
1) The document describes the abilities of a werewolf Godbound, including supernatural strength, senses, and the ability to shift forms.
2) Lesser gifts allow stealth, speed, and regeneration. Greater gifts allow immortality and the ability to turn others into werewolves under their control.
3) The werewolf can track targets over long distances and inflict madness and bloodlust through their howl.
1) The document describes the abilities of a werewolf Godbound, including supernatural strength, senses, and the ability to shift forms.
2) Lesser gifts allow stealth, speed, and regeneration. Greater gifts allow immortality and the ability to turn others into werewolves under their control.
3) The werewolf can track targets over long distances and inflict madness and bloodlust through their howl.
1) The document describes the abilities of a werewolf Godbound, including supernatural strength, senses, and the ability to shift forms.
2) Lesser gifts allow stealth, speed, and regeneration. Greater gifts allow immortality and the ability to turn others into werewolves under their control.
3) The werewolf can track targets over long distances and inflict madness and bloodlust through their howl.
Fangs Upon One's Throat — A ction Your hero is a werewolf. Whatever the particular shape you might Commit effort for the scene. Choose a visible target, or any desire your unarmed attacks inflict 1d10 damage as a magic weapon, individual that is affected by Once Bitten, Never Free regardless of your strength enables you to smash through wooden structures with distance. They are afflicted with unrelenting nightmares of being ease, and you gain supernaturally keen senses allowing for you to hunted by some monstrous beast lurking just out of sight resulting track by scent alone. All your gifts and innate powers remain in a fevered paranoia that even those closest to them are not safe accessible no matter what form you take. from. Worthy Foes may make a Spirit save to become immune to this till the end of the scene or until thirty days have passed if via You have a bane. This is some substance inimical to werewolves Once Bitten, Never Free. At the Godbound’s discretion they may such as silver, cold iron, wolfsbane, or items consecrated to a inflict a more potent form of this affliction upon Lesser Foes particular religion. When used as a weapon against you for that resulting in their death within 1d6 months. In either case this lasts specific attack you are treated as having an Armor Class of 9 and until dispelled or the Godbound releases them. you are unable to use a gift you wield to negate the damage or offensively dispel damage from it. If you are made to suffer from Greater Gifts this weakness in a game session, gain one extra Dominion point as part of your session rewards. Beast Eternal — Constant While you can be brought to zero hit points, mutilated, or burnt, Lesser Gifts you cannot actually be permanently killed except by the use of your bane. If not slain, you regenerate back to one hit point in an hour from your largest remaining piece Hunting Shadow — On Turn Commit Effort. Lesser foes have no chance to detect or find you so long as you stay out of their direct sight and maintain some small Lycanthropy — Constant effort towards remaining hidden. Worthy foes can try a Spirit save When you defeat a viable foe which by default is a sapient, living to resist when you are near. humanoid in combat, reducing them to zero hit dice, you may instead choose to subdue them if using a non-lethal attack. Such a subdued victim revives with 1 hit die and is forever afterwards a Lupine Gait — On Turn werewolf that instinctively serves and obeys you though they cannot Commit Effort. When pursuing an individual or group. You always be commanded to act in a way that seems suicidal to them or move faster than your quarry, closing the distance with them by no completely against their nature. You can only directly control up to less than a yard per round. a single Vast Mob at a time without further expenditure of Influence or Dominion. These progeny use the shapeshifting rules Monstrous Vitality — Constant given on page 160 along with their unarmed attacks dealing 1d8 You gain a Base Armor Class of 3. Every fifteen minutes you heal damage. This ability can be used on a willing target which waives one lost hit point per three character levels, rounded up, so long as the need to defeat them in combat along with granting a permanent you are still alive. sympathetic connection to you that can be used for Once Bitten, Never Free. Lord of the Pack — On Turn Commit Effort. You gain an intuitive awareness of the location of Call of the Moon — (Smite) A ction all wolves within a radius of one mile per three character levels, Commit Effort for the day. The Godbound unleashes a ravening rounded up. You can communicate with them, influence their howl or brings to bear their full monstrous presence that strikes at behavior, share their senses, and summon them to your side which the very minds of their chosen foes within thirty feet per level of the they will do as quickly as they can safely do so. Wolves who have Godbound. Each victim takes a 1d8 die of emotional damage for spent at least a week in your presence or who have a sympathetic every two levels you have, rounded up. Worthy Foes may make a connection can be reached wherever they are. Worthy Foes may Spirit Save to halve this damage. Those foes that are brought to 0 make a Spirit Roll to deny the Godbound. HD as a result are reduced to a form of savage, animal instinct until the next sunrise which forces a Morale Check upon all other foes to Once Bitten, Never Free — Constant resist giving into the same infectious madness or fleeing. You always know the location, emotional state, and physical condition of those you have wounded in combat or hold a sympathetic connection to that is within one mile of yourself. By Committing Effort for the scene and selecting a single individual that meets the previous criteria you can ignore the distance limitation of one mile. Those hidden by divine gifts or theurgy are immune to this gift for as long as those elements remain in place.