A skin-walker (yee naaldlooshii) is a type of witch who has the ability to turn into an animal, or to disguise themselves as an animal. In the Wegiwur language, yee naaldlooshii translates to “with it, he goes on all fours”. To become a skinwalker requires the most evil of deeds, e.g. the killing or raping of a close family member, torturing one’s parents, or committing cannibalism (when not required). They literally become humans who have acquired immense supernatural power, including the ability to transform into animals and other people. Skinwalkers feed off of the life force of their victims, off of fear, terror, and especially the energy that escapes the bodies of their human victims upon their death. According to legend, these evil witches are typically seen in the form of a coyote, owl, fox, wolf or crow – although they do have the ability to turn into any animal they choose.
Skinwalkers have the ability to steal the body and face of anything they lock eyes with. They also possess the ability to make any human or animal noise they choose. A skinwalker may use the voice of a relative or the cry of an infant to lure victims out of the safety of their homes. Animals will act extremely bizarre when a Skinwalker is around as they can sense it’s presence. Also, animals that a Skinwalker transforms into can hurt it when it is in such animal form. They also can expend MF to Create Fear in a person. They can then channel that fear to recover HP or increase stats. Their big disadvantage is they lose 1 point of Str or Dex for each day they don’t feed.
When in human form, they possess all the normal attributes of the human they once were. Often, this means they are powerful sorcerers. When in animal form, they gain the abilities of that animal. Skinwalkers are immune to most normal weapons. Weapons made of silver will damage them.
Each 10 Power creates one point of fear in the victim equivalent to missing one Ss on a Fear roll.
Each 10 Power allows the Skinwalker to add 1 Str, 1 Dex, or 10 HP by feeding off the fear of the person. The max per spell is equal to the amount of fear the person is in.
|5||5||5||5||5||5||42||10||18||16||Invulnerable to normal weapons|