Werebadgers
Generally, werebadgers gain a white stripe through their hair from their therianthropy as well as their skin alters color to more of a ruddy brown shade.
Werebadgers are known for their quick anger, tenacity, sarcasm and their ability move with an unnatural swiftness. Most werebadger therianthropes are small and irascible. Most tend towards a good philosophy than most other therianthropes and are relatively common in Chovah, Aelwyn and Ha'Vatu communities.
Though humans and Acires are also known for these types. Most have a doggedness about their personality and they tend to be very loyal and fiercely devoted to friends and family (both blood and found). Most of those with this therianthrope are homebodies that spend a great deal of their time protecting their homes that provide comfortable and safe for the werebadger.
Species Adjustments
These are the adjustments that a character with this therianthropy gain in addition to their character.
Merit Point Increase: +1250 per rank in addition to normal Species Merit Cost
Health Points: +10 Attributes: +10 to Stamina and Perception OR +15 to Wits and Charisma
Move: Gain +15 to Base Movement
Vulnerability: Weapon Vulnerability (Flint) A werebadger is particularly vulnerable to the use of flint weapons. When this weapon is used against them they suffer additional 2d10 of 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 goberserk. 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 1additional 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 successfula 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.
Werebadgers
Health Points: +10(to PC Base)
Attack Skill: +10 (to PC Base)
Initiative: +15
Attacks: Claw/Bite (7/5;a10,b5) ;
Armor: Thick Skinned (Light Armor) (10); +5 Armor Absorb vs. Bludgeoning and Slashing weapon types
Physical Defense: +15 (to PC Base) Magical Defense: +15 (to PC Base)
Divine Defense: +10 (to PC Base) Jinhu Defense: +10 (to PC Base)
Move: +5 (to PC Base) Luck Points: 2 Vision: Nightvision
Attributes: Str: +5, Agi: +15, Per: +15
Int: +10, Wits: +15
Special Abilities
Burst of Speed Three times per day as a Move Action a werebadger can move four times its normal movement rate within a turn. If they move at least double their base movement in a straight ling they gain +10 damage and +15 bonus to attacks and physical defense.
Earth Sense A werebadger can sense other beings that are touch the ground within 10' radius. So long as a character or opponent is on the ground the creature can pin point its exact location. It does not suffer anypenalties to attack things that are invisible (including any darkness, hidden creatures, etc.) so long as the invisible being or creature is moving.
Frenzy Three times per day as a Simple Action for 1 turn the werebadger can enter into a frenzy that grants it a bonus of 2d10+5 points of natural armor and gains 2d10 points in bonus attack damage.
Quick Burrow As a Move Action a werebadger is able to quickly dig into the ground, but not stone or metal, aseasily as walking. This burrowing leaves behind no tunnel or hole. If the creature is within (3’ per size category beginning with small) of the surface it causes a mound of dirt to rise showing the passage of the creature.
Savage Bite Critical hit range with a bite attack increases from 01-05 to 01-15.
Animal Form Statistics
These are the stats of the specific animal form that the therianthrope takes on.
Badger Form (Medium Sized, 4' to 6')
Health Points: 69
Attack Skill: 82/72; +5 Agi Dmg
Attacks: Claws (5) or Bite (5)
Armor Type: None
Physical Defense: 51 Magical Defense: 63
Divine Defense: 53 Jinhu Defense: 54
Str: 60 (3), Sta: 51 (0), Agi: 79 (5), Per: 86 (7)
Int: 30 (-4), Wits: 59 (1), Will: 64 (2), Cha: 55 (1)
Move: 20’ Vision: Nightvision
Skills
Alertness 57, Evade 61, Search 61, Stealth 61, Track 57
Special Abilities
Blood Drain The creature is able to drain the blood of a target upon making a successful bite or claw attack with 3 or more successes. The creature can drain d10+Stamina Modifier worth of Health Points. If the creature attempts to hold on to the attack the creature and the target are considered grappling. If the attack is maintained then this loss is continuous every turn.
Heightened Senses A badger has heightened senses with a range equal to 10'. This allows it to detect the slights smell or fragrance within the area around the creature.
Tight Squeeze The creature is able to easily squeeze through an area as little as 12". This squeeze movement slows down the creature to one-quarter their total movement while they squeeze through the space.