Werewolves

Notes on werewolves

There are three types of werewolf. The first is a person who was infected with lycanthropy. These unfortunates are tortured by the effects of lycanthropy until they go mad. The second type are people born lycanthropes also called innate werewolves. These people have a support system and view their lycanthropy as a blessing. Innate werewolves hunt, fight, and patrol in groups and are very effective when doing so. Natural born lycanthropes view infected lycanthropes as too dangerous to live and will kill them. On occasion they may try to rehabilitate an infected lycanthrope to get them to cope with their condition though that is quite rare. The third type is a person who can transform into a were creature or it’s base type through magic. These individuals are in control of themselves and while not considered lycanthropes by other lycanthropes, outsiders do so they are included in this list.

Werewolf (Extra)

Attributes: AGI d6 , SMA d4, SPI d4, STR d8, VIG d8

Pace: 6″; Parry: 5; Toughness: 8 (2)

Skills: Athletics: d6, Fighting d6, Notice d6, Stealth d6, Survival d4

Racial Abilities:

Bite STR +d4, Claws STR +d6, Low light vision, Regeneration

Racial Hindrances:

Uncontrolled transformation, full moon; Big; Bloodthirsty; Cursed; Enemy: Humans, Environmental weakness, silver; Enemy: Humans; Opportunistic, Secret, werewolf

Edges:

Armor

Attacks:

Bite: STR + d4, Claw: STR +d6

Notes: Werewolves should have additional skills used in their human form as appropriate.


Werewolf (Wildcard)

Attributes: AGI d8, SMA d6, SPI d6, STR d10, VIG d8

Pace: 6″; Parry 6; Toughness: 8 (2)

Skills: Athletics d8, Fighting d8, Notice d8, Stealth d8, Survival d8

Racial Abilities:

Bite STR +d4, Claws STR +d6, Low light vision, Regeneration

Racial Hindrances:

Uncontrolled transformation, full moon; Big; Bloodthirsty; Cursed; Enemy: Humans, Environmental weakness, silver; Enemy: Humans; Opportunistic, Secret, werewolf

Edges:

Armor; Berserk; Danger Sense;

Attacks:

Bite: STR + d4, Claw: STR +d6

Notes: Werewolves should have additional skills used in their human form as appropriate.


Werewolf Leader (Wildcard)

Attributes: AGI d10 , SMA d8, SPI d6, STR d10, VIG d10

Pace: 8″ +d8 running; Parry: 8; Toughness: 5 (2)

Skills: Athletics: d10, Fighting d10, Notice d8, Stealth d10, Survival d8

Racial Abilities:

Bite STR +d4, Claws STR +d6, Low light vision, Regeneration

Racial Hindrances:

Uncontrolled transformation, full moon; Big; Bloodthirsty; Cursed; Enemy: Humans, Environmental weakness, silver; Enemy: Humans; Opportunistic, Secret, werewolf

Edges:

Armor; Berserk; Danger Sense; Fleet Footed

Attacks:

Bite: STR + d4, Claw: STR +d6

Notes: Werewolves should have additional skills used in their human form as appropriate.


Werewolf Characters

Werewolf characters have the following racial abilities:

  • Attribute increase STR & VIG, cost 4
  • Bite STR +d4, cost 1
  • Claw STR +d6, cost 3
  • Low light vision cost 1
  • Regeneration, cost 3
  • Survival Skill d4, cost 1

Werewolf characters have the following racial hindrances:

  • Uncontrolled transformation, full moon, cost -2
  • Big, cost -1
  • Bloodthirsty, cost -2
  • Cursed -2
  • Environmental weakness, silver cost -1
  • Racial enemies: Humans (Major) -2
  • Secret, werewolf, cost -2

Additionally most innate werewolves have the Arcane Background Gifted with a modified version of the power Shape Change that allows them to transform into or out of werewolf form at will for a cost of 2 power per 5 turns. This also allows them to retain their human form during a full moon so long as they have power points.

Note that werewolf regeneration works over the course of days not rounds.