Feral Monster

File:Werewolf.jpg
When The Wild overcomes a warrior in battle, the Forces of Nature may overcome her body, forcing her to transform temporarily into a beast of the wild known as a Feral Monster. Feral Monsters are half-human, half-beasts, barely capable of telling friend from foe and attack with very little regard for themselves. They are blood thirsty creatures, often creating as much fear within their own army as of the enemy. They are stronger and faster than normal humans, but their ferocity and blind rage makes them unpredictable and easy to trap.

## Stat Card

**Core Stats**

* **Points** - n/a
* **Movement** - Normal
* **Wounds** - 1
* **Base Size** - Normal
* **Acts** - 2
* **Morale** - 5

**Roles**

* Assault

**Special Rules**

* **Crazed** - When in battle, Feral Monsters cannot easily tell friend from foe.
For each Feral Monster in a DUF, your opponent generates +1 Yellow Die.* **Majority Rule - Blind Rage**
The enemy DUF may re-roll blanks on Yellow Dice.* **Sure Footed** (U)

## Lore

The effects of The Wild on denizens of the Great Forest is well known and feared. The constant bombardment of magic energy can sometimes build up in the body and cause The Wild to take hold, beginning a mutation process which often results in the poor person being completely consumed. This process is called possession. During possession, the body will start to mutate, often taking on the features of animals such as fur, fangs, or horns. The mind will be ravaged, causing most to go mad and turn completely feral. This process does take time, however, and if the person can be treated by a Druid, most of the effects can usually be reversed, leaving possibly only small, lingering mutations or mental damage in its wake.

In battle, possession by The Wild because an extreme risk. This is because the stress and exertion of fighting causes Wild Magic already within the body to start to leak out into the atmosphere. When in great numbers, the amount of magic energy can reach critical and unstable amounts. If left uncontrolled, such magic may begin interacting with the bodies of the warriors, triggering the early stages of possession.

The initial mutations are quick and painful. Within minutes a warrior can start the transformation, growing fangs, sprouting fur, and having his body contorted. If Wild Magic in the area is not controlled by a Druid or Bear Shaman, this fate can befall an entire army. Once the transformation begins, the effects on the mind are immediately obvious. The person starts to revert to a feral state. They begin having trouble distinguishing friend from foe. Their bodies start to become stronger, faster, and ultimately, more capable of violence. On the battlefield, this can be a tremendous boon as half-man, half-beasts start tearing into their foes, but also, friends now must be wary of the wild man and watch their steps which puts them in greater danger. Sometimes, these wild men will even attack their friends in a rage.

Of course, the fastest way to end the transformation would be to kill the person. However, at this stage, there is still time for a Druid or Bear Shaman to draw the Magic out of the body and begin to revert the transformation. Most who succumb to this force while in battle survive it and return to a completely normal state provided they can receive treatment. Therefore, people on the battlefield who start the transformation actually become a liability as their friends, who also are aware that they could succumb as well, need to protect them until they can receive treatment.

It is important to understand that people undergoing the transformation are not completely gone, yet. As the battle progresses, however, the minutes become very important as they start to lose control.

**Learn more about The Wild and possession:** Forest Tribes Back Story

Return to Forest Tribes Army

--Neil (talk) 23:25, 18 October 2016 (AST)