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The Realms of Terror have the unique capacity, moreso than any other known plane or demiplane, to transform the once unremarkable, the once good, the once keen into twisted versions of what could have been. These individuals are Dread Figures, creatures that - while not yet the masters of their own domains - have nevertheless given themselves to the Misty Plane, compelled ever-onward by wicked need and worse ambition. They may be tragic, even unwilling, but all Dread Figures are in the cool embrace of the Mists of Death, creating untold misery in their wakes.
The Realms of Terror sit alone among planes in its capacity to transform those once unremarkable, once good, and once keen into the unrecognizable twisted by what could have been. These creatures are Dread Figures—while not masters of their own domains, they have given themselves to the Mists of Death and been embraced in kind, thrust forward by mad and hungry compulsions. Dread Figures may be tragic and some even unwilling, but once they have found the cool embrace of the Mists, they will never, ever be let go.


== Dread Figures in ''The Domains of Dread'' ==
== Dread Figures in ''[[The Domains of Dread]]'' ==
Dread Figures, shorthand DF, are a separate class of playable character geared toward monstrous or otherwise subversive antagonist play. While not all antagonists in ''[[The Domains of Dread]]'' must be a Dread Figure, all Dread Figures by nature create conflict propelling their story and the stories of those around them. In exchange for this service to the roleplay a template is applied to the character, giving them novel mechanics, attribute adjustments, and more so to remain uniquely threatening - and exciting - where encountered.
Dread Figures, shorthand DF, are a separate class of playable characters angled toward monstrous, subversive, and antagonist play. While not every player antagonist must be a Dread Figure in ''The Domains of Dread'', all DFs create roleplay through conflict generated by their applied template which grant them novel mechanics, adjustments and more so to remain threatening—and exciting—whenever encountered.


== Playing a Dread Figure ==
== Playing a Dread Figure ==
Dread Figures are applied for during character creation or after an inciting incident during play. A prospective Dread Figure must have at least 60 days of active play on ''The Domains of Dread'' to ensure familiarity with the server's mechanics and expectations for roleplay. They have their own application form available on the [[Discord]]. Considerations and exemptions from regular characters are as follows:
A DF is applied for during that character’s creation or after an inciting incident during play, such as if that character would have been ordinarily [[Death, Dying and Maiming|closured]]. A prospective DF must have at least 60 days [[Date and Time|IRT]] of active play on ''The Domains of Dread'' so to be familiar with the server’s mechanics and [[Roleplay Expectations]]. They have their own application form available on the [[Discord]]. Special considerations and exemptions from regular characters are as follows:


# When first entering the game world, the Dread Figure has 8 months or 243 days before they are automatically [[Glossary|closured]]. Extensions may be provided by [[Staff, Requirements and Applications|Game Masters]] for reasons of allowing an in-progress plot to gracefully conclude or real-life issues with availability.
# When entering the game world for the first time or upon receipt of their applied template, a DF has 8 months or 243 days IRT before they are automatically closured. Extensions may be given by the [[Staff, Requirements and Applications#Game Masters|Game Masters]] to allow an in-progress plot to gracefully conclude or for real life issues with availability.
# Dread Figures do not receive any hostile [[Experience and Progression|experience]]. Instead, they receive boosted storyline experience and experience stipends when playing once a week [[Time Units|IRT]].
# Once the applied template is received, a DF will no longer gain hostile [[Experience and Progression|experience]]. Instead they will receive boosted storyline experience and weekly stipends IRT.
# Dread Figures begin play at the <code>8th level</code> - if the character existed before becoming a Dread Figure, they will be raised to at least the <code>8th level</code>. It is estimated that about a month and a half of active play between the enhanced storyline experience and stipends is needed to reach the <code>14th level</code>.
# DFs begin play at the <code>9th level</code> across [[domains]]—should the character have existed prior to receiving an applied template, they will be raised to the <code>9th level</code> if lower. About a month and a half of active play IRT is expected to reach the <code>14th level</code>.
# Dread Figures are allowed to be attacked with lethal damage at any time by other characters - there is no opt out as being a Dread Figure is sufficient opt in.
# DFs may be attacked with lethal damage at any time by other player characters without supervision—there is no opt out for being a DF is alone sufficient opt in.
# Dread Figures may not lethally attack other characters without sufficient cause to do so, such as those characters hunting the Dread Figure or after an initial skirmish. Being downed by a Dread Figure is equivalent to being [[Critical Injuries and Maiming|maimed]] the first time it happens - a Dread Figure is allowed to finish off characters of whom they have already downed once in any further engagement.
# DFs may not attack other player characters lethally without cause to do so, such as those characters hunting the DF after an initial skirmish. Should they attack others lethally, supervision is not required. Being downed by a DF equals being maimed for the victim the first time it happens—a DF is permitted to finish off player characters for whom they have already downed once even in future engagements.
# Likewise, a Dread Figure is allowed to be downed once to then avoid being killed or destroyed. Assuming their template has no other mechanisms in place for automatic resurrection, their next downed state is lethal and the Dread Figure will be closured.
# Likewise a DF is permitted to be downed once and be maimed rather than killed or destroyed. Assuming their applied template has no mechanisms in place for automatic resurrection, their next downed state is lethal and the DF shall be closured.
# A Dread Figure always has sufficient opt in to attack other characters nonlethally. Exceptions may be made for reasons of real life inability to participate in the scene, per the [[Game Rules]].
# A DF may always attack other player characters with nonlethal damage. Exceptions may be made for only real life inabilities to participate in the scene per the [[Game Rules]].
# A Dread Figure, as with other characters, always have the right to closure themselves at-will and receive [[Mist Tokens]] based on roleplay factors.
# A DF, as may other player characters, closure themselves at will and receive Mist Tokens.
# Characters kidnapped or detained by Dread Figures are subject to the same considerations they would be if detained or kidnapped by other characters - the Dread Figure has a responsibility to ensure sufficient roleplay is given to their prisoner and to provide clues to the search process for prospective investigators.
# Player characters kidnapped or detained by a DF are subject to the same rules as they would were the DF another player character, per the [[Character versus Character Rules]]. It is the DF’s responsibility to ensure sufficient roleplay is given to their prisoner and that clues are given to assist the search process for investigators.
# Dread Figures do not appear in the player list by default when online. This may be toggled on or off at-will with their bespoke menu.
# DFs will not appear in the active player list by default. This may be toggled on or off in their bespoke menu, invoked with the ''<code>!df</code>'' [[Chat Commands|chat command]].


== Available Templates ==
== Template Families ==


* <code>[[Ancient Dead]]</code>: Preserved in a manner old and profane, the ''ancient dead'' is a corporeal undead commanding great resistance to spells and spell-like abilities as they bestow deadly ''ancient hexes'' upon the still living.
=== The Accursed ===
* <code>[[Awakened]]</code>: Masters of solipsism, ''awakened'' are formerly mortal possessors of inherent abilities - either the body, as in [[Ascetic|Ascetics]], or the mind as in [[Psion|Psions]] - that believe themselves be perfect embodiments of the Dread Astral, manifesting a ''reality pinhole'' wherever they walk as true outsiders.
 
* <code>[[Death Knight]]</code>: As loyal in death as they were in life, ''death knights'' raise themselves in service to an evil [[Ideoligions|ideoligion]]. This wicked connection to their chosen beliefs or deity permit them occult powers based on the nature of their ''unholy knighthood'' as gleeful vassals of only the most vile.
==== [[Doomed One]] ====
* <code>[[Doomed One]]</code>: The domain of the desperate or foolish, ''doomed ones'' are any humanoid in the Realms of Terror who have given themselves to the Misty Plane in pursuit of a vice. Their ''dread compulsion'' grants them powers associated with that vice, but they will never, ever be satisfied, inevitably hastening their descent into unbidden madness.  
Born from the desperate and the foolish, Doomed Ones are any humanoid in the Realms of Terror who have given themselves to the Mists in pursuit of ambition or another vice. Their ''dreadful compulsion'' grants them power related to these aspirations, but it is the curse they bear that will grow ever more debilitating and frustrating, hastening an inevitable descent into pure [[Corruption Checks|Corruption]] and madness.
* <code>[[Dread Doppelganger|Doppelganger, Dread]]</code>: The spawn of shapeshifters rare to the Realms of Terror, ''dread doppelgangers'' may copy the appearance of any humanoid they are able to touch. Yet they are relentlessly jealous of their ''double,'' a normal humanoid of whom they will systemically torment, harangue, and harass before attempting to replace them forever.
 
* <code>[[Feytouched]]</code>: Marked by shadow fey of reputable power, ''feytouched'' gain powers of ''fey enchantment'' in exchange for their humanoid ambitions being slowly and irreversibly overwritten with the chaotic whimsies of a true fey in service of [[the Shadow Rift]].
==== [[Feytouched]] ====
* <code>[[Fleshcrafted]]</code>: Golems or homunculi impressed upon by the dark desires of their creators, ''fleshcrafted'' are the sometimes near-perfect imitations of humanoids given thought and sufficient flesh. Despite this, it is the curse of the fleshcrafted to never be at ease in society and, should they discover the stolen nature of their "birth" and ''zeitgebers'', are brought to paths of untold tragedy.
Marked by native Fey, Feytouched gain ''fey enchantment'' in exchange for their humanoid mind and senses being slowly and irreversibly devoured by the chaotic, capricious whimsies of a true Fey in service to [[the Shadowed Sea]].
* <code>[[Dread Ghoul|Ghoul, Dread]]</code>: Compelled by an appetite and thirst for gluttony as unending as it is relentless, ''dread ghouls'' are the voracious undead consumers of living, sentient flesh. Should they fulfill their appetites, the dread ghoul is unique in that they may hide amongst the living, suppressing their ''ghoulish mien'' - but there will always come a time where they have not had enough, and become like the starving carrion feeders so known to the Realms of Terror.
 
* <code>[[Inhabited]]</code>: Once formless spirits or spectres, a ghost may decide that they wish to be what they were once again - by possessing the body of the ''inhabited.'' Their story is one of struggle as the spirit works tirelessly to gain more control, often tricking or manipulating the inhabited to grisly ends. In exchange the inhabited may take on ''spectral likeness,'' blurring the lines between what is the ghost and what is the man.
==== [[Inhabited]] ====
* <code>[[Lich]]</code>: Formerly living arcanists who have turned to undeath to further their ambitions, ''liches'' are feared throughout the Prime Material and the Realms of Terror are no exception. Their ''undead archmagic'' allows liches to use chosen spells as spell-like abilities, in exchange for needing to trap the souls of other arcanists. They remain tethered to this world through their ''phylactery,'' being destroyed in an instant should it ever come under harm.
Once formless spirits wandering the infinite plains of the Dread Ethereal, some ghosts decide they wish to walk the Dread Material and be alive as they once were—by possessing the body of the Inhabited. An exhaustive struggle characterizes these beings as the specters vie for control, tricking or manipulating the Inhabited to tragic, terrible ends. The Inhabited may take on their ''spectral likeness'', temporarily rescinding corporeal forms for something insubstantial and twelvefold more wicked.
* <code>[[Dread Lycanthrope|Lycanthrope, Dread]]</code>: Divided between the accursed and trueborn are the ''dread lycanthropes,'' creatures who many change their shape from humanoid to that of a hybrid contingent upon their ''lycanthropic strain''. Pulled ever onward by the instinctual, often bestial desires at their most base, dread lycanthropes separate themselves from their kin by their strength and willingness - should the beast overcome the man - to create widespread misery.
 
* <code>[[Dread Ooze|Ooze, Dread]]</code>: Once a mindless ooze, ''dread oozes'' have obtained, by some strange quirk of the Mists of Death, the sentience and fragmented memories of their last humanoid absorption. Gaining an Intelligence score has a disturbing effect on the ooze, unequipped as they are to reconcile new wants and desires competing with their normal state of thoughtless consumption. Though they may take on the ''humanoid mien'' by reconstituting themselves, dread oozes must continually assimilate living mass or lose corporality.
=== The Beyond ===
* <code>[[Psion, Aberrant]]</code>: Psions that have embraced their aberrant nature, ''aberrant psions'' consume the intelligence of sentient individuals they slay, preferably through the brain. Indulging these feedings push the aberrant psion closer and closer to their ultimate goal of ''ceremorphosis'' - transforming into what they believe to be the perfect form of a mind flayer.
 
* <code>[[Dread Revenant|Revenant, Dread]]</code>: What is dead may never truly die, and such is the wicked cycle of the ''dread revenant.'' Undead who refuse to be destroyed until they have settled with the object of their ''unholy revenge,'' revenants oft cannot be stopped in this goal - only slowed down.
==== [[Awakened]] ====
* <code>[[Vampire]]</code>: Inheritors of the "first gift" ever bestowed in the Realms of Terror, ''vampires'' are the unliving children of their vampiric sires. Feeding on the blood of the living, they are nocturnal predators destroyed should they ever walk again in sunlight. Their ''vampiric curse'' provides power in exchange for ironic weaknesses relating to the vampire's life, now closed off and alien to them.
Masters of solipsism, Awakened are the formerly mortal possessors of great Inherent power—stemming from their bodies as [[Ascetic|Ascetics]] or their minds as [[Psion|Psions]]—who believe themselves to have become perfect embodiments of the Dread Astral, manifesting ''reality pinholes'' wherever they walk as quasi-Outsiders.
 
==== [[Aberrant Psion|Psion, Aberrant]] ====
Psions who have embraced their alien nature before the Dread Astral, these creatures devour sentient intelligences to fuel their dark desires, preferably through the brain. Indulging these feedings catalyzes a change within them known only as ''ceremorphosis—''a slow and insidious transformation to become what they call the ideal form in mind flayers.
 
=== The Created ===
 
==== [[Dread Homunculus|Homunculus, Dread]] ====
Stolen souls given to sculpted, inured simulacra, Dread Homunculi imitate familiar visages with frightening accuracy. Nevertheless, they are doomed to become aware over the course of their existence that they are “other than”, and lack life’s divine spark. Likewise they will become miserous and develop ''zeitgebers'' relating to the ambitions they can no longer realize, vengeful to the last for what has been taken.  
 
==== [[Dread Golem|Golem, Dread]] ====
Creations of intense passion impressed upon by their creator’s twisted desires, Dread Golems are novel consciousnesses which arise from these bodies as “alive” but naive constructs. Their relationship with their creator is forgone and tragic, as neither may live without the other, yet are constantly frustrated by their opposite’s inability to fulfill their own passions. Their zeitgebers are ironic parodies of the creator’s fears, as Dread Golems inevitably turn into their—and their own—worst nightmares.
 
=== The Living Dead ===
 
==== [[Ancient Dead]] ====
Preserved in a manner profane, the Ancient Dead are the corporeal guardians of specific times and places, now displaced by the Mists of Death. Their anger over not being able to return to their rightful halls cause these creatures to bestow deadly ''ancient hexes'' upon the still living as they scourge and scour the land in pursuit of impossible answers.
 
===== [[Death Knight]] =====
As loyal in death as they were in life, Death Knights are raised for eternal service to evil ideoligions. This bracken and blackguard connection to their beliefs or deities permit them great Occult powers based on the nature of their ''unholy knighthood'' as the gleeful vassals of only the most vile.
 
==== [[Dread Ghoul|Ghoul, Dread]] ====
Insidious creatures ever starving and ever hungry, Dread Ghouls are unique among the living dead for they alone may suppress their ''ghoulish mien'' to appear as though alive—for a time. Their more complex appetites require the constant consumption of sentient flesh, and ever-shifting palates work to ensure that there will always come the time where they are forced to shed any deception to be among the ravenous carrion feeders so known to the Realms of Terror.
 
==== [[Lich]] ====
Arcanists formerly alive who have taken on the shroud of undead immortality in pursuit of greater ambition, Liches are feared throughout the Prime Material and the Realms of Terror prove no exception. Their ''unholy archmagic'' allows Liches capabilities well beyond mortal arcanists—after trapping the souls of said mortal arcanists. They remain tethered to the Dread Material through their phylactery, whereupon they will be destroyed in an instant were it ever to come under harm.
 
==== [[Dread Revenant|Revenant, Dread]] ====
What is dead may never die, and this is made no truer than beyond the Misty Border with Dread Revenants. Raised in moments of utter, vociferous hatred and need for vengeance, these engines of terror refuse their own destruction unless it is by the object of their ''unholy revenge''. In this Dread Revenants cannot be stopped—only ever slowed down.
 
==== [[Vampire]] ====
Inheritors of the “first gift” ever bestowed by the Mists of Death, vampires are the unliving children of their vampiric sires. Clannish feeders upon the blood of the living, these creatures are nocturnal predators cursed to be annihilated should they ever again walk in sunlight. The nature of their curse provides power in exchange for ironic weaknesses relating to the vampires’ lives, times which are now frustratingly closed and foreign to them.
 
=== Shapechangers ===
 
==== [[Dread Doppelganger|Doppelganger, Dread]] ====
The spawn of amorphous beings uncommon to the Realms of Terror, Dread Doppelgangers may emulate the appearance of any human they are able to touch. Yet they are relentlessly jealous of their ''double'', normal humanoids of whom they cannot kill and must instead torment, harangue and gaslight into believing that they are the copy and the Dread Doppelganger the real article.
 
==== [[Werecreature (template)|Werecreature]] ====
Divided between accursed and trueborn, Werecreatures are any who may change their shape from humanoid to any hybrid contingent with their ''wereborn strain''. Thrust ever onward by whatever desires their new instincts dictate, these beings separate themselves from their “kin” by their strength and willingness—should the beast ever overcome the man—to precipitate untold disaster and misery.

Latest revision as of 07:53, 2 November 2025

The Realms of Terror sit alone among planes in its capacity to transform those once unremarkable, once good, and once keen into the unrecognizable twisted by what could have been. These creatures are Dread Figures—while not masters of their own domains, they have given themselves to the Mists of Death and been embraced in kind, thrust forward by mad and hungry compulsions. Dread Figures may be tragic and some even unwilling, but once they have found the cool embrace of the Mists, they will never, ever be let go.

Dread Figures in The Domains of Dread

Dread Figures, shorthand DF, are a separate class of playable characters angled toward monstrous, subversive, and antagonist play. While not every player antagonist must be a Dread Figure in The Domains of Dread, all DFs create roleplay through conflict generated by their applied template which grant them novel mechanics, adjustments and more so to remain threatening—and exciting—whenever encountered.

Playing a Dread Figure

A DF is applied for during that character’s creation or after an inciting incident during play, such as if that character would have been ordinarily closured. A prospective DF must have at least 60 days IRT of active play on The Domains of Dread so to be familiar with the server’s mechanics and Roleplay Expectations. They have their own application form available on the Discord. Special considerations and exemptions from regular characters are as follows:

  1. When entering the game world for the first time or upon receipt of their applied template, a DF has 8 months or 243 days IRT before they are automatically closured. Extensions may be given by the Game Masters to allow an in-progress plot to gracefully conclude or for real life issues with availability.
  2. Once the applied template is received, a DF will no longer gain hostile experience. Instead they will receive boosted storyline experience and weekly stipends IRT.
  3. DFs begin play at the 9th level across domains—should the character have existed prior to receiving an applied template, they will be raised to the 9th level if lower. About a month and a half of active play IRT is expected to reach the 14th level.
  4. DFs may be attacked with lethal damage at any time by other player characters without supervision—there is no opt out for being a DF is alone sufficient opt in.
  5. DFs may not attack other player characters lethally without cause to do so, such as those characters hunting the DF after an initial skirmish. Should they attack others lethally, supervision is not required. Being downed by a DF equals being maimed for the victim the first time it happens—a DF is permitted to finish off player characters for whom they have already downed once even in future engagements.
  6. Likewise a DF is permitted to be downed once and be maimed rather than killed or destroyed. Assuming their applied template has no mechanisms in place for automatic resurrection, their next downed state is lethal and the DF shall be closured.
  7. A DF may always attack other player characters with nonlethal damage. Exceptions may be made for only real life inabilities to participate in the scene per the Game Rules.
  8. A DF, as may other player characters, closure themselves at will and receive Mist Tokens.
  9. Player characters kidnapped or detained by a DF are subject to the same rules as they would were the DF another player character, per the Character versus Character Rules. It is the DF’s responsibility to ensure sufficient roleplay is given to their prisoner and that clues are given to assist the search process for investigators.
  10. DFs will not appear in the active player list by default. This may be toggled on or off in their bespoke menu, invoked with the !df chat command.

Template Families

The Accursed

Doomed One

Born from the desperate and the foolish, Doomed Ones are any humanoid in the Realms of Terror who have given themselves to the Mists in pursuit of ambition or another vice. Their dreadful compulsion grants them power related to these aspirations, but it is the curse they bear that will grow ever more debilitating and frustrating, hastening an inevitable descent into pure Corruption and madness.

Feytouched

Marked by native Fey, Feytouched gain fey enchantment in exchange for their humanoid mind and senses being slowly and irreversibly devoured by the chaotic, capricious whimsies of a true Fey in service to the Shadowed Sea.

Inhabited

Once formless spirits wandering the infinite plains of the Dread Ethereal, some ghosts decide they wish to walk the Dread Material and be alive as they once were—by possessing the body of the Inhabited. An exhaustive struggle characterizes these beings as the specters vie for control, tricking or manipulating the Inhabited to tragic, terrible ends. The Inhabited may take on their spectral likeness, temporarily rescinding corporeal forms for something insubstantial and twelvefold more wicked.

The Beyond

Awakened

Masters of solipsism, Awakened are the formerly mortal possessors of great Inherent power—stemming from their bodies as Ascetics or their minds as Psions—who believe themselves to have become perfect embodiments of the Dread Astral, manifesting reality pinholes wherever they walk as quasi-Outsiders.

Psion, Aberrant

Psions who have embraced their alien nature before the Dread Astral, these creatures devour sentient intelligences to fuel their dark desires, preferably through the brain. Indulging these feedings catalyzes a change within them known only as ceremorphosis—a slow and insidious transformation to become what they call the ideal form in mind flayers.

The Created

Homunculus, Dread

Stolen souls given to sculpted, inured simulacra, Dread Homunculi imitate familiar visages with frightening accuracy. Nevertheless, they are doomed to become aware over the course of their existence that they are “other than”, and lack life’s divine spark. Likewise they will become miserous and develop zeitgebers relating to the ambitions they can no longer realize, vengeful to the last for what has been taken.

Golem, Dread

Creations of intense passion impressed upon by their creator’s twisted desires, Dread Golems are novel consciousnesses which arise from these bodies as “alive” but naive constructs. Their relationship with their creator is forgone and tragic, as neither may live without the other, yet are constantly frustrated by their opposite’s inability to fulfill their own passions. Their zeitgebers are ironic parodies of the creator’s fears, as Dread Golems inevitably turn into their—and their own—worst nightmares.

The Living Dead

Ancient Dead

Preserved in a manner profane, the Ancient Dead are the corporeal guardians of specific times and places, now displaced by the Mists of Death. Their anger over not being able to return to their rightful halls cause these creatures to bestow deadly ancient hexes upon the still living as they scourge and scour the land in pursuit of impossible answers.

Death Knight

As loyal in death as they were in life, Death Knights are raised for eternal service to evil ideoligions. This bracken and blackguard connection to their beliefs or deities permit them great Occult powers based on the nature of their unholy knighthood as the gleeful vassals of only the most vile.

Ghoul, Dread

Insidious creatures ever starving and ever hungry, Dread Ghouls are unique among the living dead for they alone may suppress their ghoulish mien to appear as though alive—for a time. Their more complex appetites require the constant consumption of sentient flesh, and ever-shifting palates work to ensure that there will always come the time where they are forced to shed any deception to be among the ravenous carrion feeders so known to the Realms of Terror.

Lich

Arcanists formerly alive who have taken on the shroud of undead immortality in pursuit of greater ambition, Liches are feared throughout the Prime Material and the Realms of Terror prove no exception. Their unholy archmagic allows Liches capabilities well beyond mortal arcanists—after trapping the souls of said mortal arcanists. They remain tethered to the Dread Material through their phylactery, whereupon they will be destroyed in an instant were it ever to come under harm.

Revenant, Dread

What is dead may never die, and this is made no truer than beyond the Misty Border with Dread Revenants. Raised in moments of utter, vociferous hatred and need for vengeance, these engines of terror refuse their own destruction unless it is by the object of their unholy revenge. In this Dread Revenants cannot be stopped—only ever slowed down.

Vampire

Inheritors of the “first gift” ever bestowed by the Mists of Death, vampires are the unliving children of their vampiric sires. Clannish feeders upon the blood of the living, these creatures are nocturnal predators cursed to be annihilated should they ever again walk in sunlight. The nature of their curse provides power in exchange for ironic weaknesses relating to the vampires’ lives, times which are now frustratingly closed and foreign to them.

Shapechangers

Doppelganger, Dread

The spawn of amorphous beings uncommon to the Realms of Terror, Dread Doppelgangers may emulate the appearance of any human they are able to touch. Yet they are relentlessly jealous of their double, normal humanoids of whom they cannot kill and must instead torment, harangue and gaslight into believing that they are the copy and the Dread Doppelganger the real article.

Werecreature

Divided between accursed and trueborn, Werecreatures are any who may change their shape from humanoid to any hybrid contingent with their wereborn strain. Thrust ever onward by whatever desires their new instincts dictate, these beings separate themselves from their “kin” by their strength and willingness—should the beast ever overcome the man—to precipitate untold disaster and misery.