| Race | Skinwalker |
| Over-race | Shapeshifter |
| Classification | Pseudohuman |
| Family | N/A |
| Sphere | Insight |
| Origin | Ym made these by teaching humans how to access the outside through the inside |
| Lifespan | Varies greatly, usually 70-100 years |
| Habitat | Temperate climates |
| Food | Varies greatly, normally human fare |
| Description | They appear to be, usually, Palhuric humans who can take on animal forms. Their eyes glow in human form, but not in animal form. |
| Procreation | With each other for more skinwalkers. With other races, it follows the mother. Outside species, it varies, but in animal forms, they can mate with other animals of the same form. |
| Magic | 1/5000000 have soul magic, same for heart magic. Void is possible, but rare for those who don't want to damage their natural abilities. Faith is far more common than the standard. |
| Special Powers | Skinwalkers have the ability to meditate until their minds come free of their bodies. This is called the Inner Way, and they use it to wander the world until they find an animal body to use. The soul of a skinwalker determines their skill at the Inner Way. If they are good people, they will be able to focus on an animal pelt that they wear and awaken in their chosen animal immediately, using the Sympathetic Way. If they are neither particularly good nor evil, they will be able to focus on an animal pelt that they wear and their timing and ability will vary, using the Wandering Way. If they are evil, though, they can break taboos and immediately focus in on a victim, completely taking them over, using the Harming Way. Only with the Harming Way can a skinwalker take over another sapient, cognizant, sentient mortal--usually by looking deep into their eyes. Skinwalkers are naturally good at mimicking sounds. They are very fast and agile, usually, and they can transfer animal attributes from animal form to their own form, but it will come back to haunt them later. Skinwalkers have psionic abilities. |
| Psionics | |
| Weaknesses | Skinwalkers can be trapped in their animal forms if their human body dies while they are on the Inner Way. They can be mastered by using their True Names. A wound in one form will remain in other forms. Weapons dipped in special white ash can also destroy their bond with their animals. |
| Culture | Good skinwalker tribes use their abilities to protect themselves and others, to the benefit of their tribes. They will use predator forms to hunt for the tribe, or they will use deer forms to follow other deer and guide them to hunters. They will use forms practically. Common forms are owl, lemming, rabbit, deer, wolf, and hawk. Neutral skinwalkers also use forms practically, but they are not above using them for personal benefit as well. Still, they will not commit taboo actions for power. Often, they will use swift forms to travel long distances that they need not travel in human form. Common forms are swift, fox, coyote, bear, goat, and badger. Evil skinwalkers, though, have a whole set of strange rituals that they use for power. They use their sound mimicry to pervert holy songs in order to attract evil animals. They use powders made from corpses to weaken other mortals and take control of them. They make rituals out of murder, necrophilia, incest, and grave robbing in order to focus dark energies upon themselves and allow them to invoke curses on others. Because skinwalker culture reveres mothers, childless old women often feel resentful to a society that ignored them, and they are often driven to the Harming Way. Common forms are peryton, crow, spider, viper, scorpion, and bat. |
| Notables | |
| Sample statistics | PRO 10 ATH 13 STR 10 AWA 10 WIL 14 ROG 10 Mimicry 13 Inner Way (WIL)Psionics 1-13 |
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