Werebats
Werebats, along with werewolves and wererats, often called the "Dark Trio", as they are all associated with the fouler things that happen in the dark or beneath the light of the full moon. Often their reputations are based on preconceived notions that they are dirty, mean, and ugly. Not to mention that their "cousins" of each type are often carries of diseases, or are known to savagely kill innocents in the wild.
As a werebeast, werebats (along with a couple others) are unique in their therianthropy: their wings sprout from their back, unlike their "close kin" of bats. Werebats as a result of their therianthropy tend to become very elusive, introverted and quiet. There also seems to be an adjustment in their philosophy, most tend to lean towards evil philosophy, though there are those very few that have altered this aspect and have chosen a good philosophy path instead. Werebats tend to be found in the Aelwyn, Jakara, and human communities most often.
Physically, when a being gains this therianthropy they undergo some drastic changes. Their nose "pug" up and their eyes change to a more oval shape and their iris change into horizontal slit shape. Many times their skin alters to be a reddish hue.
In their hybrid form, werebats tend to sprout large set of wings from their back. These tend to be two-and-half times the species height in wingspan. They are often a bony like wing with leathery skin stretched across the wing.
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, +15 to Agility OR
+10 to Intelligence, +10 to Wits
Move: Gain +10 to Base Movement
Vulnerability: Weapon Vulnerability (Silver) A werebat is particularly vulnerable to the use of silver 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.
Werebats
Health Points: +25 (to PC Base)
Attack Skill: +10 (to PC Base)
Initiative: +10
Attacks: Claw/Bite (6;a10,b5) ; +10 Str Dmg
Armor: None
Physical Defense: +10 (to PC Base) Magical Defense: +25 (to PC Base)
Divine Defense: +25 (to PC Base) Jinhu Defense: +25 (to PC Base)
Move: +10 (to PC Base); Gain Wings with Flight MC:C 60'
Luck Points: 2 Vision: Perfect Nightvision
Attributes: Str: +10, Agi: +10, Per: +15
Int: +10, Will: +15
Special Abilities
Echolocation A werebat is able to use their sense of hearing just as well as they would normally use their eyes to locate any object. This is a special form of sight that can be affected by loud, harmful noises causing a werebat to go “blind.” The echolocation has a useful range of 120’ radius. It does not suffer any penalties to attack things that are invisible.
Flight (winged) During flight any skills that require concentration suffer -20 penalty, while hovering any skills that require concentration suffer -40 penalty when being used (i.e. Attack Skill, Defense Skill, Spell craft, Jinhu Discipline,Divine Knowledge and other such skills.) With a Concentration Skill check this penalty is reduced by 5 per 2 successes on the skill check. They can carry up to ten times their Stamina Score in total weight with no penalties. Wearing medium types of armor slows their flight movement by one-quarter while wearing heavy armor reduce their movement by one-half.
Generate Darkness As a Basic Action a werebat can generate a 15’ radius area of magical darkness around itself that lasts for 2d10 turns. This darkness cannot be pierced by natural light and cannot be seen into, a light spell will negate it. All creatures, except for this creature, within the darkness are blinded (refer to Legend of Kralis), except for those with Blindfighting or other non-sight abilities of sensing.
Harming Screech Once per turn as a Simple Action a werebat is able to emit a piercing sonic screech in a 20’ radius around itself causing(3 points of damage per 20 Willpower of a werebat) points of sonic damage and are staggered for 2d10 turns. Targets are able to make a check vs. Stamina check at a TS of 4 to avoid this damage. This is sonic energytype.
Light Sensitivity A werebat is highly sensitive to light and takes a -15 penalty when in light greater than overcast days.
Quick Strike A werebat can strike with such speed that those that are defending against them suffer a -20 to their Physical Defense. This only effects melee attacks and can be used once per turn.
Animal Form Statistics
These are the stats of the specific animal form that the therianthrope takes on.
Bat Form (Medium Sized; 4'-6')
Health Points: 73
Attack Skill: 83/73; +5 Str Dmg
Attacks: Claws (6) or Bite (9)
Armor Type: None
Physical Defense: 81 Magical Defense: 53
Divine Defense: 59 Jinhu Defense: 54
Str: 75 (5), Sta: 71 (5), Agi: 74 (5), Per: 76 (6)
Int: 69 (4), Wits: 70 (4), Will: 70 (4), Cha: 75 (5)
Move: Flight (Winged) 120' MC:A Vision: Normal; But has Echolocation
Skills
Alertness 62, Evade 67, Search 67, Track 100
Special Abilities
Blood Drain A bat 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.
Echolocation A werebat is able to use their sense of hearing just as well as they would normally use their eyes to locateany object. This is a special form of sight that can be affected by loud, harmful noises causing a werebat to go “blind.” The echolocation has a useful range of 120’ radius. It does not suffer any penalties to attack things that are invisible.
Flight (winged) During flight any skills that require concentration suffer -20 penalty, while hovering any skills thatrequire concentration suffer -40 penalty when being used (i.e. Attack Skill, Defense Skill, Spell craft, Jinhu Discipline,Divine Knowledge and other such skills.) With a Concentration Skill check this penalty is reduced by 5 per 2 successes on the skill check. They can carry up to ten times their Stamina Score in total weight with no penalties. Wearing medium types of armor slows their flight movement by one-quarter while wearing heavy armor reduce their movement by one-half.