Form: Were

== Description ==
This form can be described as a fairly even blend of both human and animal. The body is largely humanoid with opposable thumbs and legs more resembling their totemic animal, e.g. wolves have digitigrade hind legs, weasels have plantigrade, etc. Typically the colour of their pelts and eyes are derived from those of their human though not always. The same can be said for their body type and bone structure with their were forms often echoing those of their human attributes. A tiny, 100 lbs woman will not suddenly take on the physique of a 500 lbs body builder when transformed but may be at least a foot taller and with some minor exaggerations to muscle mass.
In this form, you are much stronger and faster than you ever were as a human. Most werewolves, for example, can reach a sprint speed of 40 miles an hour on all fours. Many can leap a maximum of twelve feet and can lift cars over their head without much effort. Generally, senses such as hearing and smell are keener though the same may not be true of your vision. But enhanced senses may depend on the type of species you are. Werewolves tend to have a poor colour vision when transformed, their eyes more tailored to detecting movement in dark places, but it is speculated that the human mind is able to fill in gaps in understanding colour when it is present. The transformation process itself also helps you to regenerate faster than you might by remaining in any one form. Though you will heal faster in this form than in human. Furthermore, you are also much harder to injure. Your body is composed of thick, almost prenatural bone and muscle overlayed by a magnificent pelt of thick fur. Your jaws can crush a bowling ball.
However, large claws and padded hands may hinder one's dexterity, a heavy muzzle lined with sharp teeth inhibit human speech, thick fur can be a bane on a hot day. There are many drawbacks to remaining in this shape, chief among them the risk of insanity if one remains in this form too long though this process can take months or even years. It is normally impossible for one to maintain this shape indefinitely. One must eventually shift into human form at least once a month. The same goes the other way around, as well. A werewolf who is maintaining a human shape must transform into their were shaped at least once a month.
Being in this shape also leaves the individual vulnerable to being overwhelmed by their animal mind, their risk of Raging or succumbing to their Hunger is dramatically increased. This is evident in one's behaviour as well. In most cases, one will act more like an animal than a human in this shape, therefore one may become more impulsive or agitated. Many individuals describe the sensation as being in a dream-like state as the amount of power can have a euphoric effect, particularly after the initial transformation.
== How to Acquire ==
Most werewolves are made so through a bite from another werewolf. Even then the chances of inheriting the condition from said bite are only about 45%. Although it is rare, a werewolf and human can have offspring which may or may not be able to transform, but that offspring is usually incapable of reproducing themselves. There have been a few documented exceptions, however. All of which have been born to female hybrids (a person who has one parent who is a werewolf). So, hybrid males are generally thought to be sterile. Werewolves, indeed all manner of shapeshifters, have a difficult time of carrying the fetus to term due to the violence of the transformations.
Pregnant therianthropes are told to shift as little as often. Due to the vulnerable state of the unborn child. Shapeshifters are almost always born human, with their first shift happening around the onset of puberty. There are extremely few exceptions to this rule, all of which are found in one Clan specifically...
TLDR: This form comes standard when you make a character for SnB!
== Special Versipellis Ability ==
===Lycanthrope's Call===
Rank 1
Prerequisite: Were Form, Versipellis allegiance
Cost: 0
In the opinion of many Versi, the hybrid form most balances their animal and human selves and represents who they truly are.As a result, members of the clan are naturally in tune with this shape.It becomes so comfortable that a character may assume this shape for any length of time with no penalties, loss of self-control or anything else of the sort.Additionally, when shifting into were form from any other form, the character may treat At-Will Shifting as one rank higher.
Rank 2
Prerequisite: Lycanthrope's Call (Rank 1), Controlled Instincts (Rank 1)
Cost: 1
Augmenting this ability brings the character even more in harmony with their lycanthropic aspects, allowing them +2 bone value to resist any Rage or shifting effects that are not the call of the Full Moon.
Rank 3
Prerequisite: Lycanthrope's Call (Rank 2)
Cost: 1
Augmenting this again fills the character’s heart with the song of their aspect and they see the world together whether they share the same mind or are two different personalities.When the Versi is in their were form, any bone they spend is worth +2 bone value.
== Were Form Abilities ==
=== At-Will Shifting ===
Rank 1
Prerequisite: none
Cost: 0
Allows the character control over shifting into their shape drawing out their inner aspects. First timer, as in the very first time someone changes, can take between 10-20 minutes. This time will decrease every time a werewolf changes thereafter until it reaches between 15-90 seconds depending on the individual. Shifting quickly is extremely painful and has the potential to leave the PC feeling exhausted afterwards unless they happen to be the type that is invigorated by this or has been shifting for some time and have grown accustomed to the sensations.
When using The Fate System, this usually translates to taking 3 rounds of action in order to complete a standard shift and double that for an advance shift. If the PC is a newly minted werewolf, shifting will usually take an additional round of action to shift for a total of four rounds of action, use this for narrative hi-jinks as needed. Players are free to skip their turn during this time with the simple explanation of "he's still shifting", or "I'mma charging my Werewolf".
Shifting is considered an intensely painful though highly regenerative state and usually prevents the PC from being able to attack or fully defend themselves. Characters are at a disadvantage to action rolls (attack, dodge, pick locks, play the kazoo, etc..) while shifting. This does not affect internal abilities like Regeneration. They may take advantage of the bonuses offered by their Regeneration ability during a shift, any rank of At-Will Shifting confers a +1 fragment to any Regeneration roll, while shifting is occurring.
At any rank, a character may force themselves to change quicker, shortening the duration of the shift by one round, but for the following round after the shift, they are at a disadvantage to all rolls due to the lingering pain involved.
For this ability, Standard forms include Human, Were and Animal and Doghead. Advanced Forms include Berserker and Spirit forms.
This ability does not help in resisting a forced change such as from the call of the Full Moon or one induced by Eclipsing or a Berserker trigger.
Rank 2
Prerequisite: At-Will-Shifting (Rank 1)
Cost: 1
Augmenting allows for much faster shifting into all forms. Rank 2 of At-Will Shifting changes the standard shifting speeds to two rounds of action and advanced forms to 4 rounds of action. In the in-game time it will only take the shape shifter 30 seconds to shift into standard forms and 60 seconds to shift into advanced ones. The change may not be fully complete, as fur and such may not have fully grown, but they have changed enough to be fully functional and mobile.
The speed of the shift implies a higher bonus to regeneration and the character gains an advantage on all regeneration rolls while shifting.
Rank 3
Prerequisite: At-Will-Shifting (Rank 2), Regeneration (Rank 2) or Animal/Doghead or any Advanced Form
Cost: 1
Augmenting a second time allows for near instantaneous changes from any shape to another. Rank 3 of this ability endows the PC to shift into any standard form for one round of action, and into an advanced for 2 rounds. In-game time is no less than 15 seconds for standard forms, and 30 for advanced forms, before the individual is transformed enough to be fully functional and mobile.
The speed and ease of the shifting at this rank allow the character to negate the disadvantage on action rolls.
=== Redirection ===
Rank 1
(This ability and all its ranks are applicable only to Animal, Were, Human, and Dog Head though in the case of the Animal Form Ability, Stray, only one or the other may be used at one time and one cannot be used directly after the other has faded. Redirection does not affect Berserker or Spirit forms.)
Prerequisite: none
Cost: 0
In order to maintain the veil of secrecy that enshrouds the world of the supernatural, werewolves and those beings like them are capable of generating an aura of distortion in which any human looking at them will be fooled into seeing something else. This would explain Chambury's rather grim reputation of being the Bear Attack Capital of Canada.
This "aura" of a sort is activated by sheer force of will and its potency as well as its longevity largely depends on the opposing will of the human. Those who are at all in doubt that the supernatural - particularly werewolves - exist, may only see a large bear or dog standing before them (or in the case of werecats, a cougar or lynx). Others who are more open-minded may struggle with whatever they witnessed for the rest of their lives. Still, others who are fully aware, will not be affected at all and will see the beast for what it is. Children below the age of 12, will almost always see the werewolf, though they may begin to question what they saw as they age.
When viewed in human form, a witness will not be able to recall specific details about the person beyond maybe sex and skin colour. Even if the human interacts with the werewolf directly, they may not even remember what they talked about.
The only real downside to this ability in its Rank 1 form, is that it is not long-lasting and the duration is literally only a few seconds. If a werewolf remains within view, even in human form, the witness will begin to see them more clearly and remember more things about their encounter. However, most times a few seconds is all that's needed for a lycanthrope to make a quick exit.
When the Fate System is in effect, the player MUST announce that this ability is in effect. They may then roll 1d6 for effectiveness, with 1 being they are seen in their entirety, and 6 being that they are practically invisible or that the human fully believes them to be a bear and/or large dog. Like always, Bones, if any are used, must be announced before rolling. This ability is only active for one round.
Rank 2
Prerequisite: Redirection (Rank 1), Willful (Rank 1)
Cost: 1
The effect of the aura lasts longer and can also affect nearby companions. Additionally, witnesses recalling what the werewolf was actually doing at the time of being seen will become distorted in their memory and details will be forever lost.
When the Fate System is in effect, players get +1 Fragment for every dice roll related to this ability when it is active. This ability remains in effect for up to 3 rounds.
Rank 3
Prerequisite: Redirection (Rank 2), Willful (Rank 2), Spellcasting (Rank 1)
Cost: 1
This rank is for shapeshifters who have mastered the art of blending in. The aura is active for the duration of their encounter with any witnesses, though the effectiveness is still largely dependant on the state of the onlooker's mind. Additionally, it can affect any companions in the vicinity, and blur the details of their activity in the human's memory.
Those proficient in magic (Spellcasting Rank 1) can channel this with up to 2 others who have Rank 1 or better to create an area-of-effect for a short time. Spaces of up to 100 feet will be distorted, practically unviewable, to any unaware onlooker. This area of effect can increase with more participants. A large enough group can cloak a whole city block.
Shapeshifters can also use this ability to distort any recorded data of their presence as long as the character is aware they are being monitored in some way. Any video or audio recordings of the character while this ability is active will appear to have malfunctioned in the process.
When the Fate System is in effect, players with this Rank 3 ability get +2 Fragments for every dice roll related to this ability while it's active. Furthermore, this ability can remain in effect for an entire session once invoked.
=== Regeneration ===
Rank 1
Prerequisite: none 
Cost: 0 
Regeneration allows the character to heal over time, their flesh knitting and repairing itself toward the shape they took when they first where infected. This ability will slowly remove things like tattoos, fat, and other effects that aren't direct damage. This does not fully repair limbs, nerves or other major damage and it can take a few days for significant injuries to heal. The effect is increased one rank in Berserker Form, and reduced partially in Human form. Regeneration also requires magical energy to be present in the Lycanthrope and if all of their magical energy is drained the effect will no longer occur. 
When The Fate System is active, a PC may take up to 4 rounds of action depending on the severity of the wound to regenerate the damage. (2 rounds for light wounds, 4 for heavy). During this time they are vulnerable to attack and must roll disadvantage (rolling 2d6, picking the lowest number) in defence of any attack rolls aimed at them. If the wound is severe such as a broken or fractured limb or worse (amputation), then they may take 3 rounds to regenerate enough to function otherwise they must continue to roll disadvantage until they can reach safety, are more healed, or the scene ends. If they or another PC knows First Aid, they may use this to reduce the number of rounds used to heal the number of Ranks in that skill. (So First Aid Rank 1 means they will need only 3 rounds to heal and so on.) A broken limb can be presumed to be set, a deep gash disinfected and bandaged, etc. Furthermore, for severe wounds (broken limbs, 3rd-degree burns, etc.), a character will suffer -1 to all action (attack, defence, etc.) rolls until the end of the scene. A PC may mitigate some of this with the use of Bones and Ability Fragments when performing any action that requires a roll. 
If an attack involves silver, then the effects of Regeneration are nullified. A PC cannot take any rounds of action in order to Regenerate. Any attack involving silver (bullets, blades, etc.) will receive a +1 to attack against any opponent with a weakness to silver barring abilities and resistances. 
Rank 2
Prerequisite: Regeneration (Rank 1), Tough Hide (Rank 1) 
Cost: 1 
Augmenting this ability increases the speed at which the PC can heal and may take 3 rounds of action instead of 4 to do so. They may continue to roll disadvantage while Regenerating but may now use a +1 Fragment to help mitigate the damage. If they happen to roll high, with a modifier, (5 or greater), then they make take on less round to regenerate before becoming active again. 
Rank 3
Prerequisite: Regeneration (Rank 2), Invincibility (Rank 1)
Cost: 1
Augmenting again will increase the speed so that preliminary healing (first few layers of skin, some muscle tissue) will actually be visible, much like in the Berserker shape. Mild contusions, abrasions, and lacerations will heal practically before the onlooker's eyes. More severe wounds will still require more time to heal, of course.
For light wounds, only 1 round of action is required though the individual must still roll disadvantage when an action is done against them. For heavy wounds, 2 rounds of action are required. Again, the application of healing spells and services may reduce the number of rounds. However, since the lowest amount of rounds is 1, if a PC receives medical attention immediately after being hurt, they may still need one round to heal but will lose their disadvantage roll and may roll normally again.
This still will not repair severe nervous damage, but broken or severed limbs, damaged organs and other severe wounds will heal over much quicker. Limbs and organs will not regrow spontaneously but will take months or even years of recovery time, depending on the severity and the individual's capacity for regrowth (in-game terms, their Rank of Regeneration). Even so, the tissue affected may not be perfect. Nerve damage, chronic pain, scarring, and imperfect functioning, are all possible repercussions, regardless of Rank.
=== Trade-Off ===
Rank 1
Prerequisite: none
Cost: 0
Most lycanthropes have increased speed, agility, endurance and strength over their once-human capabilities, further enhanced by their lycanthropic shapes. However, some weres are less enhanced naturally in some areas more than others. The four general attributes are Speed, Agility, Strength and Stamina/Endurance. Lycanthropes who select this Ability much choose one to sacrifice for an increase another. They first pick which attribute is weaker, which will remain at human levels or perhaps even weaker than average. Then they pick another to enhance. Once this is chosen it influences all their shapes and is permanent and character defining. They add one fragment to all actions governed by their enhanced attribute and have a fragment penalty added to all situations governed by the weakened attribute.
Rank 2
Prerequisite: Trade-Off (Rank 1)
Cost: 1
Augmenting this ability allows for a player enhanced attribute to really shine. It adds an additional option for spending bones depending on what the attribute they chose to enhance. For those governed by speed, they may spend a bone to take an extra action on a single turn. For those governed by strength, they may spend a bone to take an action with double the strength, lifting twice as much or hitting twice as hard. For those governed by stamina, they may spend a bone any time they are about to be knocked unconscious to not only shrug off the effect whether it be a toxin or blows to the head but to also return to half health.
Rank 3
Prerequisite: Trade-Off (Rank 2)
Cost: 1
Augmenting again grants a permanent boost, allowing them a choice. They may choose one of the following: enhancing their chosen attribute, even more, granting them an additional fragment for actions governed by their chosen attribute. Or they may choose to remove the penalised stat, making it more average. Or they may enhance the third stat allowing them to spend a bone to access the effect of the other attribute, but fragment bonuses and penalties remain the same.
=== Tongue of the Beast ===
Rank 1
Prerequisite: none 
Cost: 1 
The character is able to communicate with a species counterpart to their own. Werewolves can communicate with most dogs. Werecats with most other cats. Able to understand their vocalizations and read their body language, they understand the animal’s meaning and can even communicate back, though it may be difficult if they lack the necessary body parts in a form. The catch being that the more unrelated the animal is to one's species, the less successful communication may be. A werewolf may have a hard time communicating with a fox, likewise with werefoxes and actual wolves. A were-barn owl may be the most successful conversing with other actual barn owls, but may have some difficulty with a great horned owl. And then there's always the hurdle of conquering that animal's natural fear of werefolk, unless that animal is already used to them. 
Regardless, it makes limited communication possible and the animals are more likely to treat the character as a relative or pack member than an enemy or at least give them the chance of proving themselves. 
Any werecritter attempting to communicate with a similar species must roll to see if the animal will understand them with the rate of success based on the higher number (1 is unsuccessful, 6 is completely successful, etc.). Any animal they attempt communication with that is unrelated to them, or is further related to them (such as a werewolf talking to a fox) they will receive a -2 Fragment to any rolls regarding communication. If the animal is judged to be even farther removed from the were in terms of species but may somewhat resemble it physically (such as a werewolf trying to speak to a hyena - which are not related to canids at all) they will receive a -3 to any rolls for communication. Any attempts to speaking with an animal completely unrelated will be met with about as much success as a human trying to talk to them. The PC may spend a Bone to help ensure a success. 
If an animal responds, their "speech" will be very basic and they may not even be able to understand some concepts unless you're able to somehow describe it to them in detail. Don't expect to have an in-depth conversation about cars or politics with a raccoon. 
Rank 2
Prerequisite: Tongue of the Beast (Rank 1)
Cost: 1
By augmenting this ability, a werewolf may more successfully communicate with others less related to their were species, but still similar enough to understand their "foreign accent". They will receive only a -1 Fragment to any rolls regarding communication to a non-similar species. The PC may spend a Bone to help offset this.
Rank 2
Prerequisite: Tongue of the Beast (Rank 2)
Cost: 1
Augmenting again increases the chances of success when communicating with a non-similar species that may physically resemble your were-species counterpart but may not be related at all, reducing the penalty from -3 Fragments to -2 Fragments.
=== Howl ===
Rank 1
Prerequisite: None
Cost: 1
You unleash a haunting call from the depths of your body, intimidating anyone who hears it. Those within range will suffer a -2 Fragment to any action rolls that involve advancement on the individual for two rounds of action. This includes attacking, defending against, or spellcasting.
=== Tough Hide ===
Rank 1
Prerequisite: none
Cost: 1
The character's hide is much thicker than other weres', allowing them to resist damage, extreme temperatures and other outside physical forces better than most. While it may not stop bones from breaking, it's much harder for tooth and claw to penetrate the skin and draw blood, and thicker fur gives protection against the extreme cold.
In the event of an onslaught, the target in possession of this ability will receive a +1 Fragment to any defensive or resisting rolls in response to physical blows or Rank 1 magical effects that can cause surface damage, i.e. Chilled Touch, Will-O-The-Wisp.
Rank 2
Prerequisite: Tough Hide (Rank 1)
Cost: 1
Augmenting makes the character's bones more durable, making it harder for them to be broken or disabled from extreme blows. This ability also adds +2 Fragments to rolls involving physical damage resistance as well as Rank 2 magic spells that inflict physical damage, i.e. Frost, Flare.
Rank 3
Prerequisite: Tough Hide (Rank 2), Regeneration (Rank 2)
Cost: 1
Augmenting once more increases resistance to physical and magic spells inflicting physical damage (up to Rank 2) by +2 Fragments and stands a chance of completely deflecting an attack (meaning they take no damage) if the attacker's modified (using Bone/Fragments) rolls are a 5 or lower.
=== Silver Tongued ===
Rank 1
Prerequisite: none
Cost: 1
Allows for the character to survive significantly more silver poisoning, though contact with silver will still burn, inhibit regeneration and the character might die of wounds that would not otherwise kill them while recovering. The body processes the silver and excretes it over the next week instead of requiring the power of the moon to cleanse. Some weres may use intentional silver poisoning to weaken their wolf, prevent transformation on a full moon, or other foolhardy decisions. While dangerous, this may increase their silver tolerance over time from exposure. Lowers typical silver poisoning by one stage for the amount of poison normally encountered. 
Rank 2
Prerequisite: Silver Tongued (Rank 1)
Cost: 1
Augmenting allows for temporary contact with silver without visible burning, making it possible to handle silver for short periods of time. Additionally, this lowers silver poisoning by another stage for the same quantities.
Rank 3
Prerequisite: Silver Tongued (Rank 2)
Cost: 1
Augmenting again allows for a larger dose of silver to not kill the character, though they will be weakened for a significant period of time due to it. It also lowers the stage for silver poisoning again and in addition protects a quarter of the character's lunar energy from the silver's wrath, giving the character an 'out' when taking a fatal dose.
=== Call It Back ===
Rank 1
Prerequisite: None
Cost: 1
A triggered change, whether forced by Eclipsing or the full moon, can be held back for a short period of time, giving one time to exit the situation. While At-Will Shifting allows a character to access their other side whenever they like, all wolves still must heed the call of the moon. Strong anger can trigger a change into wereform though fear and pain can cause transformation into animal form. These changes may come in places where it is not convenient. Using Call It Back, once per scene, the character may delay the change for up to twenty minutes.
Rank 2
Prerequisite: Call It Back (Rank 1)
Cost: 1
Augmenting allows transformation to be held back for up to an hour. Once per scene, it may also be used halt a Berserker rage or Eclipse.
=== Survival Instincts ===
Rank 1
Prerequisite: none
Cost: 1
The character is able to channel the animal's natural instincts better and think like them. It gives advantages towards survival without human means in areas native to the species, allowing them to survive without tools and other aspects of civilisation in harsh or natural environments they aren't familiar with.
Rank 2
Prerequisite: Survival Instincts (Rank 1), Animal Form
Cost: 1
Augmenting taps further into their animal mind, allowing it to drive them while they are in their animal's shape. In animal form, they can run faster, fly better, or use whatever natural movement abilities they have more swiftly.
Rank 3
Prerequisite: Survival Instincts (Rank 2), Grimm Persistence (Rank 1)
Cost: 1
Augmenting again allows the character to make full use of their instincts and their natural weapons, giving them +2 Fragments when attacking in animal form and +1 Fragment when using their fangs, claws, talons or other natural weapons in other forms.
=== Through Scent Alone ===
Rank 1
Prerequisite: none
Cost: 1
Lycanthropes often have a significantly increased sense of smell. Many approach smells like a human would, but some learn how to master the more subtle aspects of scent. A character with this ability can identify the presence of other wolves and even humans who have been in a location within the last few days, barring sterilisation or heavy scent masking. They can also identify fellow wolves' clan and rank by scent when nearby.
Rank 2
Prerequisite: Through Scent Alone (Rank 1)
Cost: 1
Augmenting allows for the character to detect the presence of silver through smell alone, giving them warning of dangerous weapons and ammunition nearby.
Rank 3
Prerequisite: Through Scent Alone (Rank 2)
Cost: 1
Augmenting again allows for a subtle reading of another's emotions such as detecting a lie through the use of scent. The character can also smell through glamours and identify supernatural creatures wearing the skin of a mortal. However, using this power in human form may be awkward and suspicious.
=== Partial Shift ===
Rank 1
Prerequisite: At-Will Shifting (Rank 2)
Cost: 1
This ability enables the shapeshifter to temporarily shift a single part of their body, such as their arm, leg, or even head. The effects can only last up to three minutes as it causes great stress on the body to do so and the part that transforms will be incomplete when compared to how it looks in the werecreature's fully altered form. As a result, only experienced shapeshifters can take on this ability. This may only be used once per scene. 
Rank 2
Prerequisite: Partial Shift (Rank 1)
Cost: 1
Augmenting allows for two body parts to be shifted at the same time, such as a pair of claws, and additionally, the character may access a power associated with the body part from a particular form.
Rank 3
Prerequisite: Partial Shift (Rank 2)
Cost: 1
Augmenting again allows the character to use this ability up to two times during a scene.
===Learned Eloquence===
Rank 1
Prerequisite: none
Cost: 1
The were learns to speak more carefully using what they've got: sharp teeth, elongated snout, flatter tongue, and altered larynx. It's not perfect, by any means, but it's certainly more coherent than bestial grunts and growls. This allows for minor communications in a human language through an bestial muzzle. It's tedious and requires concentration. Sentences are often short and growly, and may have to be repeated for others to understand. Learned Eloquence also requires some cohesion between the bestial and human minds, as very often the Other is not likely to want to speak in human tongue or see need for it. Their concept of language is different from that of a human's, so keep that in mind. That being said, Other Halves can learn certain helpful words or phrases given they are smart enough, though keep in mind there's a chance they may not fully understand what they're saying, just that it gets a reaction. This ability is more likely to be used by the human mind when in a were's body.
Can be used in Animal form (though may be even more challenging than in were form given the animal form is even more altered), Dog Head form, and Spirit Form.
The player may add a +1 fragment to any persuasion checks when attempting to speak in any of the aforementioned forms but human. Keep in mind that using this on an unsuspecting human could result in an extreme reaction
Rank 2
Prerequisite: Learned Eloquence (Rank 1)
Cost: 1
The individual learns to speak more clearly. While still not by any means perfect, their diction is much improved, and they're able to enunciate better. This still requires effort, however, particularly if they have a thick mental fog to cut through in order to concentrate. But the incoherent growls and grunts sound more like human mumbling now. Sentences are longer but may still sound primitive.
The player may add a +2 fragment to any persuasion checks when attempting to speak in any of the aforementioned forms but human.
Rank 3
Prerequisite: Learned Eloquence (Rank 2), Selenlion (Rank 1)
Cost: 1
The character now speaks near-perfect human language in Were, Animal, Dog Head, and Spirit forms. Some words or phrases may still prove a challenge to enunciate, and then there's the ever-present growling or grunting undertone that can interfere with inflection and therefore intent/meaning, but it's about as clear as it's ever going to be.
The player may add a +3 fragment to any persuasion checks when attempting to speak in any of the aforementioned forms but human.
=== Controlled Instincts ===
Rank 1
Prerequisite: none
Cost: 1
Through natural and intimate familiarity with the Animal mind, the character has found a way to control their inner rage at least a little better than others. When spending a bone to resist an Eclipse effect, the bone is worth +2 Fragments and they may find their Eclipse state shortened, allowing them to leave the state sooner than other lycanthropes. 
Rank 2
Prerequisite: Controlled Instincts (Rank 1)
Cost: 1
Augmenting increases the point at which an Eclipse is considered full. Also, once per scene, the character may use any ability while within an Eclipsed state, even those that require significant human thought.
Rank 3
Prerequisite: Controlled Instincts (Rank 2)
Cost: 1
Augmenting again grants the character +1 Fragment on any Eclipse resistance roll.
=== Flash of Insight ===
Rank 1
Prerequisite: Must be in an Eclipsed state
Cost: 1
Once in the grips of a Total Eclipse of the animal mind, the individual may appeal to its human half for advice or insight into a situation or item once per scene, but only if the human half is willing and able to give it. (Human half is conscious and willing to help.)
Rank 2
Prerequisite: Flash of Insight (Rank 1)
Cost: 1
The individual may now draw upon information from their human half if they are willing and able to give it twice in the same scene. (Human half must be conscious and willing to help.)
Rank 3
Prerequisite: Flash of Insight (Rank 2)
Cost: 1
The individual may not draw upon information from their human half if they are willing and able to give it three times in the same scene.
=== Selenlion ===
Rank 1
Prerequisite: Flash of Insight (Rank 1)
Cost: 1
For a short period of time (3 Rounds of action) the individual is in perfect synchronization with their Other while in wereform, thus negating the penalties for using weaponry or tools designed for human hands, including firearms and operating vehicles. The handling of these items may still look awkward, however, but the individual may utilize the items to the best of their ability until their concentration fades once again. (Human mind must be ready and willing to merge successfully with their Other, and be fully conscious of its existence. Any character that suffers from a severe disconnect, dissociation, or disbelief of the capability of their Other - or even is in doubt of its existence - should not be able to take on this ability so use your best judgement. Also note that Flash of Insight grants the character information while Selenlion grants them the coordination.)
Rank 2
Prerequisite: Flash of Insight (Rank 1), Learned Eloquence (Rank 1)
Cost: 1
For two rounds of action, the individual is in perfect synchronization with their Other while in were, animal, or dog head form, and may be able to speak in their native tongue as clearly as they might in human. The quality of their voice may differ, however - rough, gravelly, and overall different from how they might sound in human, but the tone and articulation will be clear long enough for them to deliver a message. (The human mind must be ready and willing to merge successfully with their Other and be fully conscious of its existence, etc.)
Category:Forms
Category:Lore