Aspect - Might
Requirements: Soulweaver Permission
Lock 1 animal with up to 12 + TT x 12 AP. You can choose not to Lock an option and may Lock an option after Training this if no option is Locked. Gain the curse of Lycanthrope of the Locked animal.
Boost: Req: 12 AP Assigned to Lycanthrope Abilities - When you would change to your animal form, you can instead take a hybrid form. Gain any distals of the animal, gain more of the animals traits reducing the DL to identify you by 6, and do not shapeshift.
Aspect - Charisma
Requirements: Curse of Lycanthrope
Before rolling Zeal to resist transforming on nights of the full moon, you can pay 1 Resolve to gain +1 + TT on your roll. Gain +1 + TT/2 on rolls to remember your time while transformed.
Boost: Treat your Enraged Tier as 1 + TT/3 lower.
Aspect - Might
Requirements: Curse of Lycanthrope
Gain +1 + TT/4 on Endure rolls and TT/3 Physical Reduction.
Boost: Req: Trained 3 Times - Gain +1 + TT/4 physical damage. Double this while in animal or hybrid form.
Aspect - Might
Requirements: Curse of Lycanthrope
While in animal or hybrid form, at the end of your turn, heal 1 + TT/6 Grit.
Boost: Req: Trained 3 Times - Gain +1 + TT/2 on rolls for reducing Ailments.
Aspect - Wit
Requirements: Curse of Lycanthrope
Always gain the Enhanced Senses of your animal type.
Boost: While in animal form, gain the senses of your natural form.
Talent
Change forms during moonlight. After 1 + TT minutes, roll Endure to maintain the effect, DL 6 + 1 for each prior time you have made this roll. On failure, pay 2 Energy.
Boost: Req: Trained 6 Times - Can be used at any time.
Aspect - Might
Can learn any number of root abilities. Can learn root abilities from your secondary Species. Be considered a monster.
Boost: Treat all non-magical abilities as if they are Species abilities.
Spell - Transference
Requirements: Magic Tier 10
Your body becomes energy that moves into target creature. You control them.

Self
Aspect - Might
Requirements: Soulweaver Permission
Lock Zombie, Skeleton, or Ghost. Become the Locked type of Undead.
Aspect - Might
Requirements: Soulweaver Permission
Become a Zombie and gain Fangs. Increase the DL to be identified as an undead by 6. Consume blood instead of flesh. After 24 hours pass without consuming at least 1 Bulk of blood, gain Tier 1 Starving. Gain Tiers of Enraged equal to your Starving Tier. If you end your turn in sunlight, suffer 1 + 1/2 Starving Tier Wounded Tier to a random part.
Boost: After Injuring a creature with Fangs, attack Nature with Injury d12 to cause them to gain Vampire 1d12 days after they die within 1 day. They suffer -1 on their defense for each prior time they have made this roll in the last month.
Aspect - Wit
When a creature becomes a vampire because of you, they become part of your bloodline unless you already have 2 + TT x 2 other creatures in your bloodline. Creatures in your bloodline cannot willingly harm you.
Boost: As you give a command to a creature in your bloodline, you can pay 1 Resolve to attack Poise with Poise to force them to obey.
Talent
Creatures in your bloodline are made aware of your location and that you wish them to come to you.
Boost: Speak 1 + TT words that each creature in your bloodline hears.
Talent
Shapeshift into a bat or grow wings until Dropped. This works as a magical mutation effect.
Boost: While shapeshifted, gain Dire Beast, except do not become Enraged.
Aspect - Might
Requirements: Vampire
Your body appears closer to your minimum adventuring age, unless you are younger. Reduce penalties from Old and Sage age by 1 + TT/4.
Boost: Reduce your Movement Pool penalty from being a Zombie by 1 + TT/3.
Aspect - Might
Reduce the DL to Manifest Necrotic, Mind, and Gravity abilities by 1 + TT/3.
Boost: Lock 1 + TT/6 of: Necrotic, Mind or Gravity affinity. Gain the Locked Affinities.
Aspect - Might
After you Injure a living creature with Fangs, consume 2 + TT/2 ounces of blood from them. After consuming at least 1 Bulk of blood in 1 day, gain +1 + TT/2 Movement Pool for 1 day. After consuming at least 6 ounces of blood in 1 minute, gain +1 on Might skill rolls for 1 + TT minutes.
Boost: Your Fangs do not reduce Unaware when they cause Injury. You can retract or extend your Fangs at any time without an action.
Trick - Infusion
Gain +1 + TT/2 on Influence rolls.

1 round
Boost: Req: Trained 6 Times - You cannot be sensed by sight while moving.