FOGGY HILLS
A Supernatural Roleplay Game for Second Life
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WEREWOLF POWERS
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SHIFT WOLF
+1 to Constitution per level
At level 1 of this power
Werewolves are known be able to take into 3 different forms, all of which give penalty of -4 to Intelligence.
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The form of a Lycan, a large humanoid wolf that can walk bipedally or on all fours. Add +4 to Strength and Dexterity, and +1 Armor.
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A form of a regular wolf, which adds +1 to Strength and Dexterity.
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Finally the werewolf may take a half form, that of a classic wolfman. This form adds +2 to Strength and Dexterity, and +1 Armor. .
At level 3 of this power
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You no longer take Intelligence penalties while shifting, even allowing limited speech in half form.
At level 5 of this power
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You are in control of yourself, no longer feeling on edge during the full moon, which means you are in no danger of shifting due to anger.
HOWL
+1 to Charisma per level
At level 1 of this power
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Howl to put primordial fear in all none shifters, giving them -1 penalty to all rolls.
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This power does not stack with itself.
At level 3 of this power
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Your Howl buffs you for +1 Strength and Dexterity for a scene.
At level 5 of this power
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Howl to send enemies retreat for equal amount of turns to successes scored. (Charisma vs Perception)
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MOON
+1 to Perception per level
At level 1 of this power
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Your deep hatred of the moon makes you grow in power. +1 to Strength per level
At level 3 of this power
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Your claws ignore 1 armor.
At level 5 of this power
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During the New Moon the beast inside of you sleeps. You will not lose control and shift against your own will, even if someone is trying to force it out of you, they can’t.
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You are also not allergic to silver while in human form.
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WEREBEAR POWERS
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SHIFT BEAR
+1 to Constitution per level
At level 1 of this power
Werebears are known be able to take into 3 different forms, all of which give penalty of -4 to Intelligence.
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The form of a Ursa, a large humanoid bear that may walk bipedally or on all fours. Add +5 to Strength and +1 Armor.
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A form of a regular bear, which add +3 to Strength and +1 Armor.
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Finally the werebear may take a half form, growing a little in size and showing some bear features. Add +3 to Strength and +1 Armor.
At level 3 of this power
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You no longer take Intelligence penalties while shifting, even allowing limited speech in half form.
At level 5 of this power
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You are in control of yourself, no longer feeling on edge during the full moon, which means you are in no danger of shifting due to anger.
ANIMAL FRIEND
+1 to Charisma per level
At level 1 of this power
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+1 to Perception per level
At level 3 of this power
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You may speak to animals. They are also less likely to attack you unless commanded to.
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This earns you one animal companion that will do your bidding to their best abilities.
At level 5 of this power
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You may free animals from mental control of others and even smooth their pain.
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Any animal that has been freed from the control of others will flee the scene.
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Constant animal companions such as your own or that of Vrykolaka undead are not actually mind controlled, they are loyal followers that wont be affected by this power.
SENTINEL
+1 to Constitution per level
At level 1 of this power
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+1 to Strength per level
At level 3 of this power
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You may mark an area for protection, and will get mental alert when someone enters that area uninvited.
At level 5 of this power
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+1 Armor.
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WERECAT POWERS (Sun)
The sun werecats are combat oriented and are comprised of Lions, Tigers, Cougars, and Jaguars.
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SHIFT SIMBA
+1 to Constitution per level
At level 1 of this power
Simbas are known be able to take into 3 different forms, all of which give penalty of -4 to Intelligence.
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The form of a Simba, a large humanoid form akin that of a lycan. Being able to walk bipedally or on all fours. Add +4 to Strength and Dexterity, and +1 Armor.
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A form of a regular large Feline, which adds +2 to Strength and Dexterity.
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Finally Simba may take a half form, similar that to a classic wolfman. This form adds +2 to Strength and Dexterity, and +1 Armor. .
At level 3 of this power
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You no longer take Intelligence penalties while shifting, even allowing limited speech in half form.
At level 5 of this power
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You are in control of yourself, no longer feeling on edge during the full moon, which means you are in no danger of shifting due to anger.
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ROAR
+1 to Charisma per level
At level 1 of this power
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Roar to put primordial fear in all none shifters, giving them -1 penalty to all rolls.
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This power does not stack with itself.
At level 3 of this power
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Your Roar buffs you for +1 Strength and Dexterity for a scene.
At level 5 of this power
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Roar to send enemies retreat for equal amount of turns to successes scored. (Charisma vs Perception)
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SPIRIT WALKER
+1 to Perception per level
At level 1 of this power
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You posses a spirit sight, being able to see ethereal beings and even see through invisibility.
At level 3 of this power
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You have spirit imbued claws that will hurt ethereal forms and ignore 1 Armor.
At level 5 of this power
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Turn half spirit, shimmering and shifting in an unsettling way. Add +3 to Strength and Dexterity.
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WERECAT POWERS (Twilight)
The twilight werecats are known as trickster and are more magically inclined than their Sun cousins.
These are comprised of Panthers, Leopards, Pumas, and also Jaguars.
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SHIFT FELINE
+1 to Dexterity per level
At level 1 of this power
Felines are known be able to take into 3 different forms, all of which give penalty of -4 to Intelligence.
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Take the form of an Felix, a large humanoid feline that may walk bipedally or on all fours. Add +3 to Strength and Constitution.
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A form of a regular large cat, which adds +2 to Strength and Constitution.
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Finally they may take a half form, similar that to a classic wolfman but instead feline. This form adds +2 to Strength and Constitution.
At level 3 of this power
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You no longer take Intelligence penalties while shifting, even allowing limited speech in half form.
At level 5 of this power
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You are in control of yourself, no longer feeling on edge during the full moon, which means you are in no danger of shifting due to anger.
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SPIRIT WALKER
+1 to Perception per level
At level 1 of this power
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You posses a spirit sight, being able to see ethereal beings and even see through invisibility.
At level 3 of this power
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You have spirit imbued claws that will hurt ethereal forms and ignore 1 Armor.
At level 5 of this power
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Turn half spirit, shimmering and shifting in an unsettling way. Add +3 to Strength and Dexterity
TRICKSTER
+1 to Intelligence per level
At level 1 of this power
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You may freely crawl on solid vertical surfaces.
At level 3 of this power
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Turn into a small cat.
At level 5 of this power
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Turn invisible by slipping in a thin layer between worlds. Any physical interaction with someone or something (including attacks) will reveal you for a few seconds, long enough for others to attack you normally.
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Any attacks made out of invisibility come with surprise attack bonus.
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Any attacks made vs you while you are invisible come at -3 penalty.
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You may be seen by those that see incorporeal beings.
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KITSUNE POWERS
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SHIFT FOX
+1 to Dexterity per level
At level 1 of this power (1-3 Tails)
Kitsune possesses three (3) forms and you are able to take any one of them. (Bonuses do not stack with each other.)
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Human: Most Common form. Offers no bonuses outside of Standard Racial Bonuses.
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Half-Fox: Humanoid form, possessing many vulpine features, Ears, Tail(s), Claws, Eyes. (+2 Intelligence)
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Kitsune: Fox form possessing multiple tails. (+2 Intelligence, Strength, & Dexterity)
At level 3 of this power
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You may drain life energy from others with a touch. This requires a Grapple in order to work. (Strength vs Dexterity)
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+1HP per success restored HP (Max. 3HP)
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Ignores Armor.
At level 5 of this power
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The Kitsune may now Drain Life from a Distance (Max 20m.). Requires Magic Attack Roll. (Intelligence vs Perception).
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+1HP per success restored HP (Max. 3HP)
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Ignores Armor.
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Kitsune may create a Star Orb from Mortal Life force and pass on the Kitsune Gift to one Mortal.
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Must Absorb at least 3HP from a Mortal to create the Star Orb.
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This may only be used for 1 Mortal per Moon Cycle regardless of success.
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SPIRIT WALKER
+1 to Intelligence per level
At level 1 of this power
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You posses a spirit sight, being able to see ethereal beings and even see through invisibility.
At level 3 of this power
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You have spirit imbued claws that will hurt ethereal forms and ignore 1 Armor.
At level 5 of this power
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Turn half spirit, shimmering and shifting in an unsettling way. Add +3 to Strength and Dexterity
TRICKSTER
+1 to Perception per level
At level 1 of this power
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You may freely crawl on solid vertical surfaces.
At level 3 of this power
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You may mimic someone's voice.
At level 5 of this power
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Turn invisible by slipping in a thin layer between worlds. Any physical interaction with someone or something (including attacks) will reveal you for a few seconds, long enough for others to attack you normally.
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Any attacks made out of invisibility come with surprise attack bonus.
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Any attacks made vs you while you are invisible come at -3 penalty.
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You may be seen by those that see incorporeal beings.
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WENDIGO POWERS
MAN EATER
+1 to Perception per level
At level 1 of this power
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You eat the human flesh, that's the root of your curse and powers. Upon eating someone's flesh you are now able to take their form and/or mimic their voice.
At level 3 of this power
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Taking a bite off someone's flesh will boost your Strength and Dexterity by 2 for the remainder of the scene.
At level 5 of this power
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By eating someone you consume more than just their flesh, you also take on their surface memories.
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This also allows you to see how they feel about everyone they know.
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FORMS
+1 to Constitution per level
At level 1 of this power
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Your human form is now a facade, your true form is that of a wendigo, skinny, pale, long limbed hungry creature whose eyes are as red as it's victims blood that it draws with it's sharp teeth and claws.
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Add +3 to Strength and Dexterity while in your now true form.
At level 3 of this power
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You may take a form of anyone that you have eaten, be it animal or human.
At level 5 of this power
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+1 Armor
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COLD HEART
+1 to Strength per level
At level 1 of this power
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Your Crits require 1 less success.
At level 3 of this power
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Your bite and claws chill the blood of others, giving -1 penalty to all physical actions.
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This power does not stack with itself.
At level 5 of this power
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Your bite and claw remove 1 armor from someone for the remainder of the scene.
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This power does not stack with itself.
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WEREAVIS (BIRD) POWERS
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SHIFT AVIAN
+1 to Intelligence per level
At level 1 of this power
Avians are known be able to take into 3 different forms.
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Take the form of a large humanoid Bird that may walk bipedally and have large wings for it's arms. Add +4 to Strength and Dexterity.
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A form of the regular bird which adds +5 to Dexterity.
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Finally they may take a Valkyr form, a human with large wings coming out of their back. This form adds +3 to Strength and Dexterity.
At level 3 of this power
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You may perform a very subtle partial shifts, at will changing your eyes or growing talons.
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Depending on what you chose, you may add +1 to either Strength or Dexterity or Perception.
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Of course this does not stack with any other shapeshift forms.
At level 5 of this power
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You are in control of yourself, no longer feeling on edge during the full moon, which means you are in no danger of shifting due to anger.
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THUNDER BIRD
+1 to Perception per level
At level 1 of this power
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In your large and half form, your wings can produce strong gusts of wind that hit a 10 meter area.
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Anyone within that area suffers -1 penalty to Strength and Dexterity for the next turn.
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This may be continuously performed while carrying out other actions.
At level 3 of this power
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Your wings may create a thunderous clap, giving everyone in 20 meter radius a -2 to Perception, Intelligence, and Charisma.
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This may be continuously performed while carrying out other actions.
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This power stacks with level 1 wind gust.
At level 5 of this power
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While airborne, you may spend an action to cast a whirlwind in the area.
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Everyone in this area suffers -3 to all rolls.
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This does not stack with level 1 or level 3 penalties, instead replacing them.
RAZOR FEATHER
+1 to Constitution per level
At level 1 of this power
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You wings are sharp.
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For simplicity this adds +1 Strength and Dexterity while in Large or Half Forms.
At level 3 of this power
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Throw a barrage of your sharp feathers from your wings as a projectile.
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This can hit up to 3 targets with your roll (full number of successes applies to each target).
At level 5 of this power
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Spend your action to cover yourself with your wings for entire turn.
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This sacrifices your action but gives you 2 armor for that turn vs all attacks.
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BASE POWERS & WEAKNESSES
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NIGHT VISION
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Shifters are able to see in 100% Darkness, this does not include magical darkness
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DURABILITY
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Shifters have + 1 Armor
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When brought down by any other form of attacks, they will appear dead for a day, before coming back to life with half of their HP.
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VITALITY
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While not immortal, the shifters longer lives due to their superb vitality, usually double that of a human life span.
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Any mundane sicknesses only affect them for the short time and may never kill them.
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Shifters are unable to develop any terminal human sicknesses, and those that are turned through a bite will have sicknesses like that cured in case they already had it prior to the bite.
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Shifters regenerate much faster than most other races, 1 HP per 3 hours
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WEAKNESSES
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Silver ignores all supernatural armor shifters have as well as causes allergic reaction. Shifter is unable to regenerate their HP for as long as there silver in their body.
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Despite the folktales, the silver bullet or blade does not need to hit the heart to kill a shifter. It just needs to do enough damage, no matter what part of the body it hits. Prolonged exposure to silver in the body will kill the shifter.
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Decapitation also will kill a shifter, even if it's partial decapitation.
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Shifters are unable to regrow lost limbs. See Combat rules for further information on how bane materials operate.
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LOSS OF CONTROL
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During first full moon, shifters take one of their animal forms involuntarily. After the first shift they no longer automatically shift during the full moon but they feel on edge, wanting to let the beast out, making them prone to being provoked to do so during those times.
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If provoked or made angry enough, the shifter may lose control. To provoke a shifter a (Charisma vs Intelligence) roll must be made, with provoker scoring 5+ successes over the shifter.
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Additionally if shifter losses half of their HP while in human form, they will need to roll Intelligence and score 5 successes to now automatically lose control.
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When shifter loses control they are highly dangerous to any none shifters, attacking anyone who is not afflicted with shifter curse on sight.