I'll put the original post under a spoiler at the bottom, and just leave the actual Template up here instead.
Wild Hunt Carrier
Description
When the Wild Hunt rides, those in the know hide or get out of the way. Those not in the know tend to fall into two categories: Those lucky enough not to be in its path, and the dead.
Sometimes, there are exceptions.
Sometimes someone is Hunted, trapped, and instead of dying like Prey, they face the hunt. Maybe they were warriors or soldiers, those used to conflict, maybe they were sociopaths who enjoyed preying on the weak, maybe they were just an average person pushed too far, too hard and for too long, who declared "No!" and refused to die on their knees.
Whatever the reason, someone in the Hunt decided that they were worthy of the Choice: "Hide, Join or Die", and they joined.
For a night they hunted with the Fae, and when they woke up the next day, they found themselves changed.
A tiny piece of the Hunt remained within them, a piece of the WyldFae burning like a mote within their soul, slowly fusing with their spirit. Both warping its host and being warped in return, growing them into a creature of instinct and hunger. A Predator.
Perhaps they had something latent within them, a Lycanthropic bloodline or even a bit of Skinwalker in their ancestry, that was triggered by the Fey power, or perhaps their spirit was simply fertile ground for the seed of the Wyld Hunt to grow. The initial results are much the same: A predatory character sharing many similarities with a Werewolf or Lycanthrope.
One who carries a spark of the Wild Hunt typically looks normal in their fully human form, though with a subtle difference that people may remark upon. Perhaps they are Graceful as a cat or have Predatory eyes or a talent for Moving unseen. Most of the time this will not be seen as anything special or supernatural. These individuals also tend to be a little more attractive than usual (both in Human form and Animal), caused by a touch of their Faerie spark bleeding through.
When they begin to draw upon their powers however, their appearance noticably changes. To start with they retain their human form, but take on many aspects of their nature (typically growing claws, slitted eyes that glow in the light, denser muscles and an alltogether feral bearing, whiskers, fur, and other minor alterations are not uncommon).
However this tends to only be the start of their transformation, and taking part in appropriate activities such as fighting or hunting will cause them to shift first into a humanoid version of their animal aspect (like the traditional view of a Werewolf), and then changing completely into their animal form.
The animal form of a Wild Hunt Carrier is typically unusual in some way, such as being larger than usual for their specimen and being an odd colouration.
Some individuals will start shifting into their more animalistic aspects immediately, while others will only change in more extreme circumstances. Speak to your GM about whether changes should be commonplace, or only during special occasions.
One who carries the Wild Hunt in them can go many ways. Perhaps they control their instincts, only using it when necessary, perhaps they revel in their powers and seek more, delving into the Spark within them to try and draw out more power. Still others might try to have the spark within them removed, returning to Pure Mortal status, while others may seek out the Fae and bargain for more power, taking on a larger Mantle of the Wild Hunt.
Musts
A Wild Hunt Carrier should have a high concept that incorporates their predatory nature, such as Tiger-blooded Actor or Beast-minded cop. You should also pin down exactly which predatory animal has taken root in your Character's soul, such as "Wolf" or "Tiger".
In addition they must take the following Supernatural powers:
[Beast Change -1]
[Echoes of the Beast -1]
[Inhuman Toughness -2]
[Inhuman Recovery -2]
- [The Catch: Cold Iron +3]
Note: If you wish your character to be more of the "Triggering inherent powers" than "Part Fey", negotiate with your GM about changing the Catch on your Inhuman Toughness/Recovery, though note that if you pick a less common/well known element it may have a higher Refresh cost.
[Human Form +1]
- [Claws -1]
- [Inhuman Speed -2] or [Inhuman Strength -2]
Options
There are many different options that you can take, depending on how much of a connection to the Fae your character has, what your predator animal is, and how much spare Refresh you have.
Some good options are:
Any pertinent options from the "Creature Features" section
[Cloak of Shadows -1]
[Demonic Copilot (Wild Hunt) -1]
[Marked by Power (Wild Fae) -1]
[Wings -1] (For those who have a Winged predatory animal or want to run on Anything like the Hunt does)
[Supernatural Recovery/Toughness/Speed/Strength]
For those who seek out the Fae and make a bargain with the Wyld, consider the following
[Sponsored Magic: Wildfae -4]
- Domains over hunting, tracking, pack protection and wilderness areas.
- Allows Tracking rituals at Evocation speed.
- Any Inhuman or greater Toughness/Recovery counts as one step lower on any creature you have specifically sought out/hunted (ie if you hunt out a Gruff you know is in the area making plans, it's Toughness/Recovery is reduced by one step, but the Vampire they're currently talking with is just as tough as normal. If the Gruff escapes and later jumps you, its Toughness/Recovery works as normal)
Important Skills
Varies, since Beast Change allows retooling of Skills
Minimum Refresh Cost: -5, though potentially a dozen or more depending on Optional powers