Faun

While fauns are classically half-man, half-goat, the Faun Monsters of Geargadas come in a variety of shapes and forms. Some take on the fluffy bottom half of a hoofed animal, while others have more taur-like qualities instead; these generally are those with larger bodies, such as moose, elk, and deer. No matter their looks, though, Fauns have always enjoyed peaceful, quiet lives in the forest... or they used to, according to stories passed through Faun families. Nowadays, they've been coerced into the city by the spreading Cwyld, heart aching for the wide shade of trees instead of stone buildings.

**A Faun can be any one (1) animal from the following: cows, sheep, goats, deer, elk (moose included).** This should be based on an extant species but purely cosmetic coloring and patterning can be mixed or exaggerated.

### Mandatory Changes

#### Physical

* All Fauns, male or female, have horns or antlers. They tend to be on the smaller side of things, either as miniature versions of themselves or as little nubs that protrude from their hair. Animal ears correlating with their Faun-type also appear beside them.
* Fur covering the arms and legs, with the latter leading into hoofed feet - generally cloven, not as whole, single hoof. They may also have rougher hands, particularly on their fingertips.
* A small tail correlating to their Faun-type.
* Small traits correlating to their Faun-type. This may include a more animal-like nose, a more pronounced philtrum (medial cleft), longer lashes, pupils of different shape and size, etc.
* A more wild appearance during full moons. This entails hair and fur growth, making them look bigger and more shaggy, as well as constantly dilated eyes.

#### Mental

* Minor prey-driven instincts; Fauns are more cautious and easier to spook than previously, making them prone to observation of a situation and sneaking around areas that they perceive to have a level of danger.
* A minor state of frenzy during the full moons. The mania caused by a frenzy can range from uncontrollable excitement, to outright wild behavior that can become detrimental to the Faun in question and those around them. It's easier to lose control and succumb to delirium completely - becoming violent, dangerous - if they fight against the change or have a harder time with their Monster instincts.

### Optional Changes

* More animalistic traits everywhere - more fur coverage, ungulate legs instead of plantigrade, longer tongues, etc. This may also extend to having bigger horns at player's discretion.
* An affinity and fondness for music. Fauns will find they naturally pick up certain instruments quicker, such as woodwind instruments and stringed instruments, particularly those more closely related to the lyre.
* A higher sexual libido, though it hardly rivals a Puca's when the latter is in a mood. Fauns were often heralded as symbols of fertility in the past, likely due to their promiscuity. Fauns have a fondness for multiple partners as well.
* An interest in gardening - or in some cases, touching up other peoples' gardens if they seem a little lacking in care. Being connected to nature, Fauns enjoy getting down and dirty in the planting sense, and they get a little fussy over the particulars of how to take care of flora properly.
* Fauns who have completed most of their changes can shift into a full animal form. This shift is difficult to master if the Faun has not accepted their Monster form (if they are still fighting against their Monster instincts and changes), and is easier to accomplish during the full moons.
* In the Wilde, an experienced Faun may be able to cause a fear response in a target to cause them to want to flee. This effect is barely useful in cities, but is more effective the farther out into the Wilde they are.
* Possible psychological changes that come with their respective animals or Faun lore, such as fainting when startled for certain goat types, an increased love of drinking regardless of their feelings on it before, congregating in herds with other Fauns, desiring less meat and more leafy greens, and so on. Extra abilities based in lore should be run by the mods first.

### Strengths

* **An affinity for nature, and nature-oriented magic.** They can encourage plants to grow and commune with animals (so long as they aren't infected by the Cwyld).
* **An excellent sense of direction**. No matter where they are, they can always tell which direction they're facing, even without any guides to tell them - like the sun or stars.
* **Increased mental impairment resistance.** Fauns can drink three times their weight and still not fall to intoxication; they also manage to resist charm in the same way, given both impair the mind.
* **Hard-headed - this doesn't just apply to their horns.** Fauns are able to stand heavy blows to the head, no matter the angle.

### Weaknesses

* Faun are **more inclined to having hoof issues and lameness in the leg**. Careful maintenance of hooves and being cautious in dangerous situations where legs can get hurt permanently is key.
* Due to their naturally promiscuous nature, Fauns are **easier to distract through seductive means, aphrodisiacs, enticing scents, sexual imagery, and etc**. This can be fought against with a conscious will, but Fauns find it harder than other Monsters and humans to do so.
* Like a few other Monsters, **Fauns are not the biggest fan of fire** - not because it hurts them in a deadlier manner than usual, but because it affects nature in that way. Fauns feel a need to go out of their way to snuff out any potential heated threats, and when faced with fire right in their face, may react violently.