Free Folk Skin Changer (1)

Skinchangers have the rare ability to project their consciousness into nearby creatures, altering their behavior. This can be used simply, perhaps having them perform tricks. But it can also be used in combat.

It’s bad enough when an enemy unit is advancing on your position. It’s worse when that unit is flanked by giant wolves or bears. (CMON)

The Skinchanger Unit Attachment can be placed in any unit, ignoring usual Unit Attachment rules (so they can join a unit with another attachment already in it). When being added, the player can also add their animal unit to the table.

When the Skinchanger’s unit activates, the accompanying animal can activate immediately afterward, creating perfect “one-two punch” combinations. This makes them a very powerful addition to a Free Folk army for just 2 points. (CMON)

The interaction between the skinchanger’s and animal’s minds influence both personalities, with detrimental effects to the human if the animal’s influence is not fought. It is much easier for a skinchanger to do so if a bond exists between the two parties.

An untrained skinchanger may unconsciously enter the mind of an animal, especially while sleeping, particularly if a bond exists.

It is traumatic if an animal is killed while its mind is inhabited by a skinchanger. If a skinchanger is killed while inhabiting a creature, a part of his consciousness will remain in the creature.

The greatest skinchangers were greenseers, who among many other things were also wargs. The greatest greenseers could wear the skin of any beast.

Dogs are easy to bond with, because they live in close proximity to humans and are trusting; it becomes easier with time to enter a dog. Wolves are harder, as one has to forge a lasting bond, much like a marriage.

Birds are tempting, but a skinchanger may soon lose contact to the mundane things of earth and want only to fly. Cats are cruel and vain beasts and cannot be easily controlled, only forced. Elk and deer are prey whose skins can cause a man to become cowardly.

An unwritten code for free folk skinchangers forbids them to eat of human meat and to mate as wolf with wolf. Seizing the body of another man is considered the worst abomination.

A skinchanger can experience many deaths while in another body. It is only when the person’s human body dies that the “true death” occurs.

It is possible for the warg to live a type of second life, a much simpler life inside the mind of an animal he controls.

In the second life, the skinchanger’s memory slowly fades until nothing of the man is left and only the beast remains.

Skinchangers and wargs are feared and honored by free folk, while people of the Seven Kingdoms hunt them.

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