Vargr (Rules)

## Advantages

Vargr increase their **Metamorphosis** and **Prospection** by 1.

They start with the following Powers:

* **Metamorphosis**: *Malleable Form* and *Pazuzus Maw*

## Unique Powers

### Aspirant Powers

**Awaken the Wood [10 points]-** *Allows the Aspirant give dead wood muscle-like properties. While Nereids use this power to give unlife to shipwrecks, Vargr use it to resurrect sacred trees.*

Passive: Allows the Aspirant to use wood as a substitute for flesh or bone. It can be combined with real flesh using **Flesh Changer** and **Sculpter of the Dead.**

**Feral Form [10 points]-** *Allows the Aspirant to alter their flesh rapidly and instantly complete any transformation of their physical form.*

Active: This requires a successful Evocation Roll and a point of Essence. The Aspirant may instantly assume a new physeology using **Malleable Form**.

Active: This requires a successful Evocation Roll and two points of Essence. They may assume a bestial form in which they may instantly cast **Fleshchanger** on themselves, this can only be used to modify *Perception, Dexterity* or *Strength*. In this Form their Unarmed Attacks have Medium range. Should mortals witness them in this form, they will increase their Aberration Rating by 1 (to a maximum of 3).

### Master Powers

**Bestial Swarm [15 points]-** *Allows the Transcendant to split apart their flesh into several parts that may move individually. The shape of these parts may freely be chosen, yet most Vargr choose to turn into a swarm of smaller animals.*

Active: The Transcendant may turn into a swarm of smaller creatures from their flesh. Should they all move in the same direction and attack the same target, they can use their regular stats and reroll any amount of dice on Dexterity rolls. Should the swarm choose to split apart the Transcendant needs to split their dice-pool accordingly without the Dexterity bonus. In combat the entire swarm still has the Transcendats Initiative no matter how much they split up.

## Unique Rituals

### Master Rituals

**Carnal Consecration [Requires Feral Patronage; 10 points]-** *This ritual is commonly used among the oldest of Vargr Shamans during the creation of Sacred Groves. It allows them to connect themselves to all animals living in the consecrated area aswell as possessing them. The Transcendant anonits the ground of an area with their Essence, ritualisticlly giving their lifeforce to the land. During the process they must enact ancient nordic rites of fertility and ritualistic chants that allow their Essence and flesh to freely spread across the chosen land and connect it with them. This rite must be repeated over the course of a month until the entire area is bound to them.*

Duration**:** 4 AP

Ritual Resources: Essence

Effects**:** All animals living in the chosen area establish a permanent connection to the Transcendant which can be used for **Feral Patronage**.

## Backgrounds

* **8 points; *Shapeshifter Strain*-** *The Vargr are by no means a unified clan. While their most prominent members hail from europe and have embraced the culture and esthetic that is the Clans namesake; there are many others in every corner of the world, adapted to the local customs and wildlife. Each shares their own secret knowledge about their Feral Form aswell as distinct teachings and believes.* Belonging to such a Strain will not only give them a unique ability for their Feral Form but also grant a certain amount of prestige among the chosen Strain as they will be recognised as kin.
	+ **Vargr-** Allows them to increase each physical Attribute by atleast one point even if they already reached the 4 point cap.
	+ **Rakshasa-** They may spend a *Fleshchanger point* to gain the special rule *Precise* on their Unarmed Attacks.
	+ **Aswang-** In their Feral Form they may engage in rapid feeding on an mortal or Gravespawn, spending 5 points of Initiative and making a Strength Contest. For every margin success they gain a point of Essence and their target looses a point of Health. This power can only be used at night time however.
	+ **Kinyonga-** They may spend 1 *Fleshchanger* *point* to increase their Stealth Talent, up to a level of 9.
	+ **Wendigo-** In their Feral Form they have access to the power *Grim Winters Kiss (Bloodsorcery).*
	+ **Huli jing-** They may spend 1 *Fleshchanger* *point* to increase their Athletics Talent, up to a level of 6.
	+ **Sobek-** They may spend 1 *Fleshchanger point* to add 1 to all *Regeneration* rolls made in their Feral Form, up to +3.
* **3 points;** ***Vargr Devotions:***
	+ **Skin-Dancer-** *Skin Dancers usually turn their backs on humanity and live in the wild, accompanied by a pack of animals empowered by their flesh. They are masters of their own flesh and can twist it at a whimp. Skin-Dancers often spend centuries without encountering a human soul; only leaving their secluded lifestyle when greater forces threaten it.* Twice per session they may add their *Metamorphosis Rating* onto a combat roll.
	+ **Shaman-** *Shamans are the spiritual anchor of a Vargr tribe. They are devoted to spiritualism and mental metarphosis; regarding a change in flesh as a byproduct of their spiritual journey. They are masters of foresight and visions; advising the less considerate members of their Clan.* Twice per session they may add their *Minds Eye* Bonus onto a Perception roll.
	+ **Storyteller-** *Storyteller wander between Vargr tribes and cities inhabited by them to preserve their heritage through oral culture. They are the living memories of the clan and are well respected amongst most members. Young Vargr that chose this proffession often accompany kine to tell the tales of their rebellion through songs, acting or enthralling tales.* Storytellers increase their Impression by 3 when speaking to any member of their Clan. Whenever they wish to gain a Vargrs favour or motivate them through a story or historic reference, they may add their *Knowledge (Folklore)* Rating onto the required roll.

## Corruption

* **Shapeshifters Curse-** *The Vargr has spend so much time shifiting between different shapes and apperances that they feel uncomfortable with their original shape. They have lost controll over their abilites, making them constantly shapeshift if they are unfocussed.* Whenever the Storyteller deems it fitting, they might ask the Afflicted to make a Composure Roll with Difficulty 3. Should they fail, they will assume a new shape using **Malleable Form** without noticing it; however they do not have to spend Essence on the power.
* **Bestial Temper-** *The Vargrs aggression is intrinsically tied to their Feral Form. Should their anger or hatred be too strong to controll, they will instantly assume their Feral Form.* Whenever the Afflicted is enraged they must make a Composure Roll with Difficulty 4. Should they fail, they will instantly cast **Feral Form** and assume their Beastform; however it is cast without requiring Essence or an Evocation Roll.