THE WEREBEAST - AMENDMENTS AND ADDITIONS
This is an overdue lorepiece. It seeks to clarify and establish limits on Vargr and Sigilled plaguecrafting, which was too vaguely incorporated into the original lore, and make certain amendments and mechanic clarifications that we feel generally help root Vargr to server standards.
Original Disease Lore:
The sickness that comes with the gashing mark may be made manifest in countless forms, and in ways that are appropriate to each individual. They range broadly from vomiting, tearless cries, grave cases of madness and diseases previously thought to be gone (akin to the Dancing Plague), or in even graver cases, leprosy and other such fatal ailments. [Under The Wretch’s Sigil]
A werbeast is highly prone to illnesses and carnal disease, found commonly to be coughing strange blood and grit. They are also highly susceptible to common bouts of hysteria and hallucination. [under Compendium - Weaknesses]
(New) The Plaguecraft of the Werbeast (Disease)
(non-combative / short-range)
(New) The Plaguecraft of the Sigilled - The Three Made Manifest (Disease)
(non-combative / short-range)
(New Addition) Doetistic Liturgy (Ritual)
(non-combative / short-range)
Original Leap Lore:
A werbeast bears no more muscle than his mortal counterpart, yet the terrifying outbursts of speed from leaps and quadrupedal running can take even the most trained warrior off guard.
(New) The Leap [under Abilities]
(Combative / long-range)
(New Addition) Cold Resistance [within Abilities - Heightened Skills]
(non-combative / short-range)
(New) Mimicry [under Abilities]
(inherently combative / short range)
Original Strength Lore:
The Werbeasts of old, should chance and ill-fortune impel them mould into beasts, are no trivial foes. Though their strength in human form is negligible and may be compared to that of a man in their late seventies, their ferocity in strength within the bestial form is more comparative to lesser beasts (or orcs) of equal size. And though unable to easily pierce steel, they are still as capably apt to catch their opponents off guard in ambush or secretive onslaughts. Tales are not uncommon of such stray wolves who travel from one land to another in the trench of night-time, boasting an endurance greater than that of the average man. This, however, comes not without its physical deterrents, for it is generally known that the more one strains themselves in bestial hide, the greater the weakness and pain they shall incur on returning to their “natural” forms, wherein they return vulnerable.
(New) Strength [within Abilities - Heightened Skills]
(Combative / short-range)
Original Regeneration Lore
A most crucial element construed within the distorted physicality of a werbeast is this strange, occultic regeneration that takes ahold of their bodies over time. This is a slow, tiresome regeneration, in which minor (and never crucial) wounds may seal up in a matter of minutes or hours, although never to the point of completion, it being practically an insignificant impediment to bar the werbeast from taking his own life. Substantial wounds, however, may take weeks or months in time, and lost limbs many years to completely grow out. The complete extermination of a werbeast (cremation, dicing into chunks) may not be recovered from independently however, (in actuality wounds may regenerate over such time as five-hundred years that it is practically ruled incurable within one’s lifetime) without the aid of risky rituals that may end in grave failure and final destruction of the werbeast (in reality, again, there is no death for the werbeast, but an eternal existence of agony).
(New) Regeneration
(Inherently combative / short-range)
CREDITS AND EXTRA NOTES:
Changelog:
- Removed Digestion of the Soul. After some feedback from fellow players, I decided to do this as I felt that it was a bit iffy that they had such a broad interaction with souls in this way. I've taken the liberty of removing it and something relating to how Vargyr digest specific souls when relating to if they're Dark Mages, Paladins, so on and so forth, etc, will probably be put in a future Amendment for the Vargyr.
- 10/02/2022: Added Mimicry as an ability to the Vargyr. Myself and the other players within the group felt as though this was an incredibly unique addition that could add a lot of flavour to the lore atop pre-existing flavour and serve to make the experience that one may have when encountering a Vargyr in their true form something truly horrific.