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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. 


      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 


            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.

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