Wereapes
Wereapes are extremely secretive, doing all they can to hide their therianthropy. They are known to be very savage. Generally, speaking wereapes are extremely muscular, and grow thick body hair as pert of their therianthropy. When they are in animal form they appear as large mountain ape that is completely covered in fur, with its canine teeth becoming must longer and sharp. Because most wereapes prefer to do battle in their hybrid form, they tend to wear loose clothing so that they can easily alter forms without destroying their basic gear.
Most wereapes can be found in Troll, human and Chovah communities. Their skin tends to get a bit more darker and their eyes change color to a dark brown.
Species Adjustments
These are the adjustments that a character with this therianthropy gain in addition to their character.
Merit Point Increase: +1500 per rank in addition to normal Species Merit Cost
Health Points: +10
Attributes: +10 to Strength and Agility OR +10 to Intelligence and Wits
Move: Gain +10 to Base Movement
Vulnerability: Weapon Vulnerability (Bone or Wood) A wereape is particularly vulnerable to the use of bone or wood weapons. When this weapon is used against them they suffer additional 15 bonus damage.
Therianthrope Special Abilities in Humanoid form:
Animal Telepathy: A therianthrope-humanoid can mentally communicate with its specific animal types (rats, wolves, bears, bats, drakes, tigers, apes, etc.) within 90’.
Berserk: When a therianthrope-humanoid enters combat, there is a cumulative 10% chance each turn that it will go berserk. The uncontrolled creature goes on a rampage, attacking the nearest foe or smashing some object smaller than itself if no target is within reach, then moves on to spread more destruction. It gains a +25 bonus for Attacks, gains 1 additional Full Action per turn, but suffers a -50 penalty to Physical Defense Checks. This lasts for d10+2 turns or until a therianthrope-humanoid is dead.
Hard to Kill: Anytime that a therianthrope-humanoid is reduced to 0 health it may make a Stamina Check. If successful a therianthrope-humanoid continues to fight and move on. A therianthrope-humanoid must make a new Stamina Check each time it is hit or once per turn until it can be healed or is killed. If it fails the check it dies instantly.
Natural Armor: The therianthrope-humanoid has a natural armor of (Stamina Modifier x3).
Regeneration: A therianthrope-humanoid can regenerate Health Points equal to (their Stamina modifier) health points per hour, along with regenerating lost limbs.
Hybrid Form Statistics
These are the adjustments that a character gains when they transform into their hybrid form. These are always "in addition" to their species base along with their therianthropic species adjustments listed above.
Wereapes
Health Points: +20 (to PC Base)
Attack Skill: +5 (to PC Base)
Initiative: +10
Attacks: Fist/Bite (7/9;a10,b5) ;
Armor: Thick Skinned (Light Armor) (15); +5 Armor Absorb vs. Bludgeoning and Slashing weapon types
Physical Defense: +15 (to PC Base) Magical Defense: +15 (to PC Base)
Divine Defense: +25 (to PC Base) Jinhu Defense: +10(to PC Base)
Move: +10 (to PC Base) Luck Points: 2 Vision: Normal Vision
Attributes: Str: +25, Agi: +15, Per: +10
Int: +10, Wits: +10
Special Abilities
Abundant Leap As a Move Action the wereape has the ability to leap and jump up to double its normal movement.
Battle Frenzy When the wereape becomes battered, the creature flies into a battle frenzy until it is killed or is returned to a non-battered state. During this time the creature becomes immune to critical hits, and gains +30 to its attacks and +15 to its Physical Defense.
Frightening Chest Pound Three times per day as a Basic Action the wereape is able to pound its chest in a frightening method that all beings within 10' radius must make a Willpower check at a TS of 3 those that fail become Troubled for 2d10 turns. Those that succeed in their check cannot be affected again by the same creature’s croak for 24 hours. Creatures that are already troubled become Scared, those that are already scared become Frightened.
Immunity (Normal Weapons) A wereape is immune to all damage from normal weapons.
Animal Form Statistics
These are the stats of the specific animal form that the therianthrope takes on.
Ape Form (Large Sized; 7'-10')
Health Points: 107
Attack Skill: 75/65; +7 Str Dmg
Attacks: Fists (6) or Bite (7)
Armor Type: Tough Hide (Light Armor) (10); +5 vs. Bludgeoning and Piercing
Physical Defense: 61 Magical Defense: 62
Divine Defense: 55 Jinhu Defense: 64
Str: 88 (7), Sta: 87 (7), Agi: 99 (9), Per: 76 (6)
Int: 76 (5), Wits: 79 (5), Will: 75 (5), Cha: 71 (4)
Move: 30’ Vision: Normal
Skills
Alertness 65, Evade 73, Search 73, Track 72
Special Abilities
Abundant Leap As a Move Action an ape has the ability to leap and jump up to double its normal movement.
Stomp With this ability an ape is able to stomp the ground. Stomp can effect all those that are smaller than the creature. It has an area of effect of 180 degree arc in front of the creature up to (10' per size above large). Targets in this area must make an Agility check at a TS of 1 per 2 Strength successes or be knocked prone. This ability is a Move Action.
Thrash Beating An ape is able to thrash about against an opponent to severely beat and thrash at causing (triple its Strength Modifier) in bonus damage. The target of the thrash beating is allowed an Agility check at a TS of 3 to avoid it each turn.
Incredible Jump The wereape is able to jump double its move upward. This can be used to jump at a target with an attack, this causes a -25 penalty to such attacks.