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     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. 


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 


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.

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