# Introduction The Therians are furry mammalian like folk. They have animalistic heads and digitigrade feet with paws, but dexterous folk-like fingers, although usually with thicker “paw-like” palms and fingerpads, and claws instead of nails. They are an extremely varied heritage, but most lineages are rare, existing in smaller pockets in the world. The exception are the Mus, who are often seen alongside Korrigans in the farmlands and plains. Therians range from medium to small in size, and have some of the shortest lifespans on average, somewhere typically between 75 - 100 years of age. There are plenty of theories surrounding the origins of Therians. Among the poor and less educated, there are common accusations of bestiality. In higher educated circles, magic is attributed; whether a spell gone awry or a successful experiment of antiquity. Some scholars believe Therians rose through some odd doctrine called “evolution” but this is generally regarded as a crackpot theory. Therians themselves align with Sagani, Nagi, Taurns, and Kobolds in a category that struggles to maintain dignity in their heritage, and are more likely found among their settlements. # Statline Entity types: [[Entities|Beast]], [[Entities|Folk]] [[Size and Weight]]: Small/Medium, Mediumweight/Heavyweight [[Move|Speed]]: 12 meters [[Vulnerabilities and Resistances|Resistances]]: [[Entities|Cthonic]], [[Entities|Botanical]], [[Entities|Undead]] [[Vulnerabilities and Resistances|Vulnerabilities]]: [[Entities|Ungulate]], [[Entities|Construct]], [[Entities|Vermin]] +2 [[Agility|Balance]], +2 [[Dexterity|Sensitivity]], +2 [[Wisdom|Instinct]] [[Dusksight]]: 12 meters Sensitive Snout - Perception checks that can include smell are made at advantage. [[Nature's Armory]] - Fanged Grip, Bestial Claws # Affinities Most Therians have one or two bloodlines they most resemble, which affect the shape of ears, snouts and claws, as well as the type and coloring of their fur. ## Lykos The Lykos Bloodline is well known for their resemblances to wolves, dogs, and foxes. They have particularly devastating bites, particularly powerful senses of smell, and impressive endurance. They may have access to the following facets: Marathon Muscles: This facet grants +2 meters in speed, and advantage on Endurance checks that deal with swimming and running. Hound Detective: Trails created within the last 24 hours are much easier to spot, unless very deliberate steps were taken to mask both the visual tracks and the scent. Canines - Bites are quick melee actions that deal 2d4 Piercing dmg, and inflict Bleed. Only one stack of Bleed can be applied per turn in this way. ## Mus The Mus Bloodline highly resembles rodents and other similar animals, such as rabbits and ermines. Their teeth have high utility, and their whiskers are especially sensitive. Mus have the creature type “Vermin” and +Proficiency in Deftness. Chew on This: Mus can chew through most inedible objects, with the most notable exception being exotic metals. Significantly difficult objects, such as iron bars or rather large objects, can only be chewed safely once a week. Anymore than that, and they begin taking increasingly larger and larger amounts of Miasma damage. Stranger Danger: Mus automatically fail checks to save against the Fear affliction. They gain Tremorsense up to 12 meters, and gain advantage on all Perception and Insight checks. They have uncanny sensitivity to upcoming and unforeseen dangers, increasing their Instinct by +2. ## Grimal The Grimal Bloodline is rather feline in nature and appearance. They are particularly adept at stealth and survivability. Moment of Glory: Nine Lives - Unlike other MoGs, this MoG may be activated multiple times during the same chapter. A character starts out with 9 charges, and subtracts a charge for each optional facet they take. Whenever a Grimalkin would take damage that would render them Enervated, Incapacitated, Unconscious, or Dead, the Grimalkin can invoke this Moment of Glory by expending a charge of Nine Lives and instead ignore the damage and may cure themselves of all Afflictions. If they choose to cure themselves of any Afflictions this way, they must take the affliction Fear directly afterwards in regards to the source of damage. You cannot deliberately use this mechanic in a way that does not make narrative sense. C’mon rules lawyers. Once all nine charges have been used, this MoG is unavailable for the rest of your character’s existence. There are no ways to recharge this Moment of Glory. ## Ursid The Ursid Bloodline resembles bears and smaller animals with similar body types, such as raccoons. They are sturdily built, and typically known to be rather powerful.