Wesen:This section serves to further explain the Wesen races. It partially ties in to the lore of the game's setting, so more will be clear when the full lore is complete.
Wesen have been around for a long time, likely just as long as the Elves and the Dragons. They vary considerably between species, with some living just as long as humans, or not as long, and some living just as long as Dwarves and better yet Elves. Wesen are so varied that the one aspect that ties them together must be quite strong; and it is. To the average observer, a Wesen seems to be just a human. However, to those with the gift of the Grimm and certain other abilities, the Wesen's true form may be revealed.
'True' form is a bit of an exaggeration however. The inner form of a Wesen is no more true than their outer human form is fake. Think of them as two halves of one coin, rather than a true form and an illusion. Any individual using 'detect magic' will almost always detect a small amount of magic from a Wesen.
Wesen may transform from their human and Wesen forms at will, with a process called 'Woge' (WHOA-Guh). In game turns, Woging (WHOA-ging) is a swift action unless otherwise noted. Wesen can also Woge automatically when feeling intense emotion, even against their own will. When a Wesen character is feeling intense emotion (sadness, happiness, pain, anger) the GM may call for a WILL Save. Failing the WILL save will prompt the character to undergo Woge.
Most Wesen revere their elders or other kind of Wesen, and are prone to worship gods of nature, animals and natural order. Though they are in no way limited to them.
Most Wesen can be of any alignment. Wesen in general however tend to be slightly more neutral or chaotic.
AnubisAnubis are jackal-like wesen blessed with longetivity to rival Elves. When they woge their body, unlike most canid Wesen, is almost totally hairless, and their skin color is pale beige. Their most striking feature is a long snout that ends in a dog-like nose. The shape of the skull itself changes to look much more canine than human. The mouth of the Anubis is filled with sharp teeth and long canines that, paired with clawed hands, can cause significant bodily harm. Another tell-tale aspect of their appearance is a pair of large, pointed ears that stand up and extend far above the top of the head. Ex:
hereSociety: Anubis Live in small settlements that are usually solely made up of their kind, though they occasionally make exceptions. Anubis are about as industrious as Humans although not as curious as them or gnomes. Anubis that are divine or arcane spellcasters often find that gaining positions of power is easier for them than normal Anubis, and this may be due to the Anubian fascination with magic.
Racial Traits:
-Anubis receive +2 to Either Will, Int or Cha at character creation.
-An Anubis must make a WILL save (DC 10+Item/Spell Level) to resist the urge to investigate nearby magical items and artifacts, such as wands, scrolls, magic weapons and armor, etc.
-Anubis are Medium Sized.
-Anubis receive a racial +1 to identify, cast, and resist the effects of spells in the Conjuration and Necromancy Schools.
-Anubis have a base speed of 30ft
-Anubis posses the Scent ability.
-Anubis begin play speaking Wesen and Common. if they have high intelligence scores they can choose from the following: Draconic, Gnome, Abyssal, Necril, Infernal, Celestial, Giant, Elven, Sylvan, Halfling.
-Anubis begin play with two natural weapons; a set of claws appropriate for their size, and a Bite attack that deals 1d6+str in damage.
Blutbad
Blutbad are wolf-like Wesen that live about as long as humans. Compared to many canid Wesen, their true forms retain much of their human features, and their woge seems to be different per individual, since some Blutbad forms are shown to have sharp but otherwise human-esque features, while others are more wolf-like (some even having a canine muzzle).They gain an increase of musculature around the lumbar areas, while leaving the lower portions vulnerable, and that suggests that a change in muscle placement occurs whenever they shift. They also gain burning red eyes, their fingernails extend into long curving claws, and their rows of teeth become pointed. Female Blutbaden tend to have much less facial hair and less pronounced facial features than their male counterparts, but in exchange, have more fierce-looking facial visages. Ex:
hereSociety: Blutbad are typically hermits, and lack a racial hierarchy, government or social structure. Occasionally a few may live near each other, forming a sort of pack, but this is as rare as Blutbaden communities are.
Racial Traits:
-Blutbad receive a +2 to str, a +2 to con and a -2 to Wis at character creation.
-Blutbad receive a pair of claws and a bite attack as natural weapons at first level. However, the damage die of a Blutbad bite is always counted to be one size category larger than the Blutbad itself.
-Blutbad are Medium creatures.
-The base land speed of a Blutbad is 30ft. Due to their strength and claws, a Blutbad also possesses a natural climb speed of 20ft.
-Blutbad posses the Scent ability.
-Blutbad begin play speaking Common and Wesen. Blutbad with higher intelligence scores may choose from the following: Abyssal, Orcish, Dwarven, Gnome, Draconic, Giant.
Coyotl:
Coyotl are another canid-like Wesen. Coyotl have quite a severe woge: the face reshapes, they grow fur, their snout elongates, their ears grow and become more canid, they gain razor sharp teeth, and their eyes change color. The color of their eyes varies in color and can be yellow, orange, brown, or blue, and in rare instances, they have heterochromia iridum. The hair on top of their heads stays the same. Ex:
hereSociety: Coyotl tend to live within highly exclusive packs, usually consisting of six or more families. These packs are often nomadic in nature, but sometimes they settle down and claim an area as their own. It is not unheard of for a Coyotl to split for the pack and go adventuring, however.
Alignment: Coyotl are always Chaotic.
Racial Traits:
- Coyotl receive a +2 to Dexterity at character creation.
- Coyotl receive a racial +2 on all Stealth and Sleight of Hand rolls.
- Woge Zweite Gluk: After failing a WILL save to prevent a Woge, the Coyotl may immediately make a reflex save against the same DC to limit the Woge to their eyes. a Perception roll of 10 plus the Coyotl's Reflex modifier is needed to recognize the change in the Coyotl's eyes.
-Coyotl receive a natural bit attack appropriate for a creature of their size.
-Coyotl base land speed is 40ft.
-Coyotl posses the Scent and carrion sense abilities.
-Coyotl begin play speaking Common and Wesen. Coyotl with high intellgience scores may choose formt he following: Terran, Dark Kin, Elven, Dwarven, Halfling, Ratfolk, Catfolk, Abyssal, Necril, Goblin, Orcish, Gnome