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Running Skinwalkers
Triggers
When you create a skinwalking character, come up with 5 "triggers"
for each form. These are conditions or events that can cause one
soul or the other to gain control of the body. You can make a
single trigger more powerful by taking it more than once; just
note the number of slots it fills, from 2 to 5. (See below for
a list of examples.)
Any time a trigger enters the character’s vicinity, grab
one die for each of the triggers currently in effect for each
form. The player rolls for whichever form they want to be in,
and the GM rolls for the other. Whichever gets the highest singe
result is the form the character shifts into. Ties go to the form
the character is presently in.
You may notice that this means skinwalkers cannot change shapes
whenever they want to. Something in the environment has to change
first. This is not a fact that skinwalkers want the general population
to know about. (It’s a secret. Shhh!!!) Here are a few possibilities...
Example Human Triggers:
- Being addressed by name.
- It's daytime.
- In the city.
- Injured by silver.
- Confronted by religious authority.
- Confronted by loved one.
- In the presence of humans.
- Confronted with personal object.
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Example Animal Triggers:
- Character feels threatened.
- It's night time.
- In the wilderness.
- Character is angry.
- The full moon is out.
- Smells/tastes blood.
- In the presence of wolves/snakes/etc.
- Confronted with personal object.
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The Change
Philosophers say the soul is a field of aetheric force that organizes
matter within the body and animates it. They cause healing by
pulling bodily tissues back into their original shape when injured,
and cause growth by pulling new material into the body through
digestion.
The two souls inside a skinwalker constantly pull the body's
tissues in two different directions, one towards the human form
and one towards the animal. When the balance of power shifts,
the newly dominant soul literally tears the body apart and rebuilds
it in its own image. The process is phenomenally painful, though
it causes no actual damage. (Strangely, injuries are not healed
by the change, but persist between forms and must heal at the
normal rate.) It can take anywhere from a few seconds to couple
of minutes.
Often, the two forms bleed into each other. Werewolves in human
form may have bushy eyebrows, thick body hair, yellow eyes, pronounced
canines, or exhibit lupine behavior. Naga are well known to foster
serpentine features like slitted eyes, forked tongues, scales,
and fangs. In animal form, most skinwalkers retain their human
intelligence, even if it's used for inhuman purposes.
Clothes and equipment are not affected and, in some cases, actually
damaged by the change. The skinwalker's body mass also does not
change, so most animal forms are abnormally large. This difference
isn't so significant for werewolves, but Naga make exceptionally
massive snakes. Of course, this only increases their threat potential.
Blessing or Curse?
Sharing one body doesn't guarantee that two souls are always
going to see eye to eye. Those skinwalkers whose souls exist in
harmony are called "blessed;" the personalities and
goals of their two forms are effectively the same. Those whose
souls are constantly at odds are called "cursed;" their
behavior in one form is often radically different from their behavior
in the other. Most players will probably create blessed skinwalkers
simply because they're easier to role-play.
However, if you want to create a cursed skinwalker, make sure
you describe both personalities in equal detail. You might not
think there's much to detail about an animal soul, but you'll
need to be able to make all the same decisions for them that you
would for a human character. Are they aggressive? Clever? Fearful
of humans? Does it resent having to share a human's body?
In either case, the animal form always confers a few blessings
of its own. To reflect these, a skinwalker's animus should have
its own Traits; they're created and rated as normal, but only
apply when in animal form. Here are a few examples for each of
Erebus' two most common shapeshifters:
Example Werewolf Traits:
- Keen - Can track by scent, smell prey miles away
down wind, see in near darkness, & hear frequencies
of sound inaudible to humans.
- Fast - Can sprint at 30 mph & cover 120 miles
in a single day.
- Hardy - Can go 3 days without eating & survive
freezing temperature up to -60 below zero.
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Example Naga Traits:
- Keen - Can track by scent, see infrared light
(heat vision), and feel vibrations through the ground.
- Slither - Can move silently over any terrain,
climb trees, swim, and even burrow through the earth.
- Lethal - Efficient killer (venomous bite or constriction).
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Contagion
Killing a skinwalker is always a dicey proposition, since the
animal soul tend to "jump" to new bodies. After all,
that is how the skinwalker became a skinwalker. Animi spread
bits of themselves to other souls like a contagion, usually by
spreading bits of their bodily tissues to other bodies. Blood,
saliva, meat, or anything else that can spread disease can spread
a skinwalking soul just as well.
When its current body dies, the animus is attracted to these
bits of itself. The strength of the attraction may be influenced
by proximity, time since the spread, the amount of tissue spread,
or the type of tissue (blood is better than saliva, for example).
The animus "jumps" into the body with the strongest
attraction. Unfortunately, this is often the person who killed
the creature, or a survivor of a recent attack. Either way, the
victory is bittersweet.
The best way to handle it is by GM fiat: If you want a character
to become a skinwalker, make it happen. In fact, you can do this
to any character who has ever tangled with a skinwalker and failed
to kill it; eventually, the creature will die and its animus will
jump to a new host.
It's not unheard-of for people to try becoming skinwalkers on
purpose. The obvious method is to capture a skinwalker, drink
its blood or eat its flesh, then kill it. This is easier said
than done. Other have crafted rituals based on known skinwalker
triggers: the lunar cycles, wearing animal skins, imitating appropriate
calls, and so forth. The goal is to create an animus by generating
an attraction between a normal animal soul and the magus. Whether
or not this technique works is left to the GM.
If the new skinwalker is a play, and blessed, let them create
triggers and Traits. If they're an NPC, or a cursed PC, the GM
should do the work on their own. In fact, newly cursed skinwalkers
don't even have to now about their condition until their first
change. Even then, they may not remember what they did. It might
be interesting to send your players after a vicious werewolf only
to discover that it’s one of them!
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