Unless otherwise noted, these are social basic skills, and require 90 hours to learn. Changing Folk receive a free retest on the Common Sense check to test-down the time required.
Call to Arms
Apprentice
This howl allows you to summon your company and allies. Those hearing & understanding this howl (based on skill level) know who the caller is, approximate distance & direction, & whether the howl is for battle or an emergency. An apprentice is able to howl to one mile, alerting her company to her need. A journeyman can call out to 3 miles for his allies & all Lycanthropes with a request for aid. The master's howl can be heard for 10 miles, and she can determine exactly who may understand the call—others hearing merely a wolf's cry.
Claimant Howl
This howl announces that a given area belongs to you and/or your company.
Cry of Panic
Martial
This mournful howl lowers specific resistances & the armour class of your opponenet. A successful contest between your Personality and their Willpower divides their specific resistances—such as stabbing, fire, or crushing—by 20%, and lowers their armour class by -2. This howl sends chills up their spine, reducing their ability to passively defend themselves. This skill affects a all opponents within a reasonably close range—inside the same room or about 30 feet away.
Fearful Howl
Martial
Proficiency
Counts as 2 skills at character creation
The fearful howl stuns enemies if they fail a saving throw vs. intimidation at a 10 + the skill level. All enemies within close hearing range (about 300 yards) are affected, as are allies that have not yet grown accustomed to the use of this ability. Stunning the enemies in this manner acts as a surprise round, & may be used once per battle.
Howl of Glory
This howl is used to glorify the actions of a member of your company. The heroic deeds are sent onto the winds, & the other Changing Folk who hear repeat it to others further away. In this manner the outstanding deeds are made known across the land.
Howl of Moons' Passing
Used to alert other companies of a pending disaster. Severe weather, approaching armies, and fire, all are considered dire times ahead.
Howl of Sorrow
Used when a member of the company is slain. All who hear this mournful cry are made aware of the pain & grief of loss. Those responsible for the death will feel some remorse upon hearing the howl.
Howl of the Hunt
Traditional company howl to signify a great hunt; used both before & after.
Hunted Dreams
Mystic
Often used for unmeted justice, this howl—when heard by its intended sleeping victim—causes nightmares where he or she is being chased & hunted by unseen assailants. The victim may possibly awake with cold sweats (if the howling still continues, this may clue the victim in as to who is responsible). The loss of sleep causes one fatigue point for every half-hour of nightmares. The victim receives a saving throw at 14 or better.
Juno's Mastery
60 hours
Your howls extend for miles; increase all ranges by tenfold.
Luna's Invitation
This howl is used to announce a general meeting, that an area is open to all, or simply an excuse to get together.
Taunting Bark
By goading your opponent, and keeping him or her off balance mentally, you are able to lower their attack and parry bonuses by -3; this effect lasts until the end of the round in which you attack your prey. This affects a single enemy within melee range. This skill is best when used as part of tactical combat with allies, as the penalties your opponent suffer last until you stop using this bark in order to attack; you may continue to taunt your opponent while your allies attack, however.
Warning Bark
Proficiency [Awareness]
200 hours
This skill increases the advantage of pack tactics; Warning Bark gives packmates +1 to armour class (yes, stackable for each one who uses this skill) for the round on successful skill check.
Bulldogedness
Martial
Basic
400 hours
You are able to lock your jaw after biting an opponent. Your Willpower is added to the effective gripping Strength. Even death cannot separate your teeth. If the jaw cannot be pried loose, it must be cut off.
Calling
Mystic
Proficiency [Personality]
400 hours
Favoured by conjurers, this mystic ability allows you to summon a supernatural entity that you have bound to you. The spirit must not be physically restricted from travel, and you must know the proper name of said spirit (even if its only a name is one that you gave it). You must first bind the spirit to answer such summons first, through art of the deal, defeating it in combat, preparing a sacrifice, or doing favours for the entity—the exact details are dependant on the spirit in question & the twisted whims of the Game Master.
Fang & Claw Style
Martial
Basic
600 hours
You allow your instinctive rage to take over in battle. When fighting with only natural weaponry, you receive a +6 to initiative, +4 to attacks, +2 to parry, & +1 damage.
Folding Body
Martial
Proficiency [Wits]
600 hours
Double learning difficulty
This skill is only possible for those able to alter their form in some manner. By shapeshifting while being struck a blow, the potential damage may be cut in half (rounded up). The skill check to accomplish this is at 12 + the damage received; failure indicates that a more sensitive area was damaged, & an additional 1D6 points of damage are taken. Use of this skill counts as a defensive action (taking the place of a parry, block, or dodge).
Inner Fury
Mystic
Apprentice
600 hours
This potent battle-magic allows you to burn out your own body to wreak havoc on your foes. At the cost of one life-point per round, your strength is increased by +5, initiative by +3, stabbing resistance of +5%, and you do not feel the effects of shock, pain, or fatigue. You are still aware of when you are about to completely burn out your life force, but you do have the option of continuing into death (one last round, then you drop). After you discontinue use of this skill, you suffer from 1D6 fatigue points. A journeyman is able to make a Stamina check to avoid the fatigue cost, & increases the stabbing resistance to 10%. The master gains a retest on all Stamina checks while this skill is in use (excepting the check to avoid fatigue, at that point the skill is no longer in use), increases the initiative bonus to +4, & the stabbing resistance is matched by a crushing resistance of 10%.
Mark the Territory
Social
Basic
200 hours
By urinating & scratching trees or other objects, one may mark one's territory. Knowledge of this skill also includes recognizing the boundaries of another's territory.
Personal Totem
Mystic
Proficency [Stamna]
300 hours
This is a small personal totem made "out of the carcass of his slain enemies" or as a tattoo. This causes a fear effect—those who oppose this warrior—and are able to see the totem—must save against emotive magic at 5+ the skill level or be intimidated. This is blood magic and requires the warrior to expend 5 life points to create the totem.
Predation
Social
Proficiency [Grace]
200 hours
You have the air of a predator. Most predatory animals in your presence will treat you as one of their own—or at least not want to mess with you. If this skill is used against an animal that already feels cornered or otherwise threatened, then this skill may backfire, resulting in a possible attack. Sentient beings typically feel uneasy when in the presence of someone using this skill.
Sense Weakness
Social
Proficiency [Awareness]
400 hours
By watching a group for at least a few minutes, you are able to roughly estimate their combative abilities: which is weakest, who is the leader, if you have a good chance of taking down any one in particular, etc.
Spirit Charm
Mystic
Proficiency [Personality]
600 hours
You are able to coax spirit into an object for a time. The exact duration & effects are dependent on the nature of the spirit and how well the enchanter is at convincing it. There may be a small token act or sacrifice to convince the spirit to enter the object. This is dependent on the in-character interaction between the enchanter and the spirit at the time of the imbuing.
Tribal Totem
Mystic
Basic
1000 hours
Requires Mastery of Magic Lore
Counts as 2 skills at character creation
This is the knowledge of how to enchant a large immoble pole that protects a village. One or more animals or spirits must be defeated & slain, and bound into the totem. This is typically carved out of wood—occasionally stone—and is often decorated with painted features & fetish-items attached. Each animal or entity sacrificed for the tribal totem is represented on the pole, & each adds at least one special feature to the village. For example, a bear may help keep the village alive through a cold winter, a hawk may warn of approaching danger in the form of a dream, a fire Elemental may prevent the homes from burning, etc. The effects are subtle, and generally do not need game statistics. From the example, the Elemental would stop a dropped candle from destroying a house, but coudn't prevent raiders from setting torch to the village. Learning this skill requires a solid knowledge of the culture for which you are shaping the totem in addition to strong knowledge of the principles of magic. Creation of a tribal totem requires at least two months.
Undo Scent
Technical
Basic
200 hours
This is the knowledge of different methods to alter one's smell to that of a different animal. You know what portions of an animal's anatomy contains the needed glands, and are able to extract such and apply it to your person to mask your native odour.
War Song
Social
Basic
200 hours
You are able to inspire your comrades-at-arms in battle. Hearing this before combat, they receive a retest against fear, panic, or any other emotive drive that may make them flee the field.
Whispers of the Spirit
Mystic
Apprentice
800 hours
Counts as 2 skills at character creation
This skill allows you to speak to a variety of non-corporeal entities. The spirits of those departed—that still retain some measure of sentience, Elementals, astral travelers, Demons, and most of the Fae are able to hear & understand your words—even if your exact meaning is unclear. Language is not a barrier, nor are physical blocks; the entity need only be in the vicinity. This skill only allows one-way communication; the entity may not be able to reply in kind. Note also that being able to hear & understand you does not compel the entities to do as you ask.
Liebeck Charter: The mystic script on this parchment enables you to deflect the blame of your actions or responsibility onto someone else—anyone else—just not you. When worn as a crotch bib in full view, the Charter enables you to make a saving throw against Personal Responsiblity at a 18 or higher to deflect the social consequences onto another person or group. Note that this item does not protect against the physical consequences, however, just the social ones. The Liebeck Charter allows you to state, "it's not my fault," and have people believe that this is officially true—although a noninvolved observer may still feel that the situation is bullshit. The mind-numbing effect does have negative consequences to its wearer: your effective Knowledge is halved with respect to mathmatics.
Light Burden: This small leather pouch is just large enough to hold a large book (or human skull...) and bears a shoulder strap & decorative leather fringe. The term is applied to two different types of magic item. One variety is keyed to its owner & a mystic word of power. When word is spoken by one who has kept the Burden within close proximity for at least a week, it will apport itself into its owner's shoulder. The second variety is a form of D-purse that connects to a separate space & may hold a large number of objects without adding to either weight or bulk to the bag itself. This form of the Light Burden differs from a standard D-purse in that it can empathically discern what its possessor desires, & can only hold objects that could physically fit into the bag itself. There are rumours of a Light Burden bag that possesses properties of both varieties, but this remains unsubstantiated, and many summoners & neithermancers maintain that this would be impossible to create.
Vicious Claive [of Wounding]
Proficiency: Hand
Attack: -2
Parry: +1; short blade, but basket-handle; opponents receive +2 on parries
Damage type: Stabbing
Damage: 1D4+6 + Strength bonus
Special: stays attached even when the user shapeshifts
Feature: jagged
+2 to disarm; opponents receive +3 to catch or disarm
Handle: Special—basket & straps
Size: 4-inch blade, 1/2 inch claws; 1 pound
Encumbrance: None
Cost: 300+ guilder [350+ guilder]
This dark blade causes ragged wounds that are difficult to heal. These tears in the flesh take three times as long to heal & the heightened ability of some creatures to regenerate does not assist them. Only the normal healing (at one-third the rate) applies. The wound festers, and infection is likely.
They retain the characteristic flexible basket that straps onto the hands/feet. The main blade is thin and double-edged with a jagged edge, and extending vertically from the back of the hand. Two smaller serrated curved 'claws' are on each side of the blade along each knuckle. The weapon is used in a stabbing motion so that the blade penetrates deeply while the claws rake the flesh further. The basket is mostly open along the palm allowing the user to hold other objects or run freely, although the basket and blades may complicate difficult movement and combat manoeuvres.
[Vicious claives of wounding are especially dangerous. These hand-blades cause severe blood loss that cannot be staunched without being bandaged (again regeneration does not help). Each successful attack causes one wound, which will continue to bleed for one hit point of damage at the end of each round.]