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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.




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