Description
The Vargr are the chosen of the Hunter. They are shock troops, implacable warriors and brutal combatants with a nearly insatiable taste for the flesh of men. Once normal mortals, they now walk a ragged edge between beast and man. The Vargr are werewolves, a people cursed, or blessed depending on one’s point of view, with the ability to become half human, half wolf possessed of a ravenous and all-consuming hunger. Their bestial forms give them increased size, strength, speed, and stamina. It also sharpens their senses, allowing them to see, hear, and smell far beyond the limits of mortals. However, the transformation is more than skin deep—they become savage creatures operating on little more than instinct and low cunning.
Those mortals who have had dealings with the Vargr describe them as fi lthy, uncouth, ignorant savages who care for little more than fighting and debauchery. While some of this judgment is certainly warranted, it is also largely an unfair assessment of the Vargr. It is true that their bestial nature and their powerful curse does, in fact, make them unpleasant company to outsiders. However, despite stories to the contrary, the Vargr vary in intellect as much as the average human. When they change and the beast takes control, however, their human intellect is completely subsumed by the instincts and cunning of the wolf. While they lose their ability to speak and reason like men, they become deadly hunters and dangerously cunning opponents. The Vargr are not individuals to be trifled with in either form, and many a foolish mortal has learned this valuable lesson at the cost of their looks, their limbs, or even their lives.
Like all Accursed, the Vargr carry their Witchmark in a more or less conspicuous place on their person. In some cases the Witchmark manifests in chalky, flaky blues and grays that resembles war paint. In either form, a Vargr’s Witchmark is always permanently hairless and clearly visible. Like all of the Witchbreeds, there are countless legends associated with the Vargr. Few of them are true. Their abilities are not limited by the passing of the moon. Their bite does not create more of their kind. They do not transform into true animal forms. However, there are two legends that are very true. The Vargr is possessed of a bestial spirit, which the Witchmark can make physically manifest. When in the full throes of their bestial form, the Vargr is an extremely potent warrior. However, it is at this time that the truth of another legend is also revealed. In spite of their resiliency, Vargr suffer grievous wounds when wounded by silver weapons.
Vargr Witchbreed Package
Insatiable Hunger: Dependency (Raw Meat)
Bestial Form: Vargr may freely transform between their mundane form and their bestial one. In non-stressful situations, the transformation never requires a test to complete and takes only a few moments to complete. In the heat of battle, a Vargr can attempt a Spirit test to transform. On failure, the transformation requires three rounds with no other activity. On success, the shift requires two rounds. With a raise, the transformation is completed in a round. With two raises, the character completes the transformation and act normally that same round.
When in Bestial Form, the Vargr gains Lupine Senses and Natural Weapons (see below). In addition, his Strength and Fighting both increase by two die types. Both have a maximum value of d12 + 2.
Lupine Senses: Low Light Vision
Natural Weapons: Bite
Hindrance: Minor Weakness to Silver (+4 Damage suffered)
Edges
Strength of the Land
- Requirements: Novice, Vargr
The craft of the Hunter is deeply tied to the land on which they hunt. This is magnified by ties to the land of one’s origin. When a Vargr is in the area where they were first Witchmarked (or their original homeland, choose when taking this edge) this connection to the land sometimes manifests as increased physical strength. When a Vargr with this Edge enters bestial form, his Strength increases by three die types instead of two.
Rapid Recovery
- Requirements: Seasoned, Vargr, Spirit d10+
In Bestial Form, Vargr can learn to channel their bestial fury in diff erent ways. Some learn to actually use this energy to heal themselves from wounds. At the start of a round, the Vargr can spend a benny and make a Spirit test. A success heals one wound (or removes Incapacitated status) and each raise heals an additional wound. Wounds infl icted by Silver weapons cannot be healed in this way. Vargr using this edge cannot attempt any other actions in the same round.
The Wilding
- Requirements: Veteran, Vargr, Berserk
In their bestial form, Vargr become very aggressive, fi nely honed killing machines. In the heat of battle, an experienced Vargr can enter a trance called the Wilding that increases their combat prowess as they channel their rage. While in the Wilding trance, a Vargr’s Parry is reduced by 2 but he gains +2 to all Fighting, Strength, Toughness, and melee damage rolls. He ignores all wound modifiers for the duration of the trance, but he cannot use any skills, Edges, or maneuvers that require concentration such as Shooting or Taunt as the trance reduces his Smarts to d4 (A). A Vargr automatically exits The Wildling when all foes have fallen. To exit the trance while any foes remain standing, the Vargr must succeed at a Spirit test. A Vargr cannot use Berserk and the Wilding at the same time.