Werebears
Similar in physical shape to that of a wereape, or weredrake, most werebears are large, heavily muscled and and tend to have most of their normal bodies covered in a layer of fur with colors ranging from dark brown to a silvery-blue. Their head hair becomes longer, thicker and if they didn't have head hair they tended to grow some.
Most of these therianthropes are neutral in their philosophy, though many are also known for their devotion to good. and all have a desire to help their communities and view themselves as the guardians between the natural world and the more civilized regions. Despite their desire to help communities and stand as guardians, they tend to be moody, introverted loners that seek out vengeance against evil entities within their regions.
In their hybrid form werebears are impressive beings, they gain the head of a mighty bear, their core body becomes incredibly strong, their legs and arms end in bear-like paws with powerful claws. Their entire body is covered fur.
Their animal form is a huge bear.
Uruskia are immune to this therianthropy.
Species Adjustments
These are the adjustments that a character with this therianthropy gain in addition to their character.
Merit Point Increase: +1750 per rank in addition to normal Species Merit Cost
Health Points: +10
Move: +10 to base Movement
Attributes: +10 to Stamina, +15 to Strength AND -10 to all Mental stats
Move: Gain +10 to Base Movement
Vulnerability: Weapon Vulnerability (Oak) A werebear is particularly vulnerable to the use of oak weapons.
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.
Werebears
Health Points: +25 (to PC Base)
Attack Skill: +10 (to PC Base)
Initiative: +10
Attacks: Claw/Bite (6;a10,b5)
Armor: Thick Skinned (Light Armor) (15); +5 Armor Absorb vs. Bludgeoning and Slashing weapon types
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) Luck Points: 2 Vision: Perfect Nightvision
Attributes: Str: +10, Agi: +10, Per: +15
Int: +10, Will: +15
Special Abilities Armor Damage A werebear is able to rip, tear, or pull apart an opponent’s armor. For every 5 points of undefended damage a werebear does 1 point of Armor Damage, reducing the defender’s armor absorption.
Berserk When a werebear 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 notarget 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 werebear is dead.
Frenzy Three times per day as a Simple Action for 1 turn a werebear 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.
Roar Once per turn as a Basic Action a werebear can cause living creatures, other than creatures of the same type, within 30’ radius to make a Willpower check or be shaken.
Animal Form Statistics
These are the stats of the specific animal form that the therianthrope takes on.
Bear Form (Large Sized; 10'-12')
Health Points: 90
Attack Skill: 109/99; +8 Str Dmg
Attacks: Claws (9) or Bite (11)
Armor Type: Tough Hide (Light Armor) (15); +5 vs. Bludgeoning and Piercing Physical Defense: 81 Magical Defense: 53
Divine Defense: 59 Jinhu Defense: 54
Str: 95(8), Sta: 87(7), Agi: 74 (5), Per: 76 (6)
Int: 34 (-4), Wits: 70 (4), Will: 70 (4), Cha: 75 (5)
Move: 30’ Luck Points: 2 Vision: Nightvision
Skills
Alertness 62, Evade 67, Search 67, Track 100
Special Abilities
Charge Attack When charging all bonuses and penalties double. In addition, the charger is not affected by penalties for charging over terrain that hampers movement.
Ram A bear can ram a foe – or several, if the targets are small enough. For the full effect, they must have at least 5 feet to move in. They can ram one creature equal to their size, two are that are one size smaller, three if the targets are three sizes smaller or four if they are four sizes smaller. Ramming requires an Agility check and is considered a Move Action or can be used in conjunction with a melee attack, an Agility check is still required for the ram. Those that are targeted by a ram must make a Strength or Agility check with the number of successes made by a werebear as a penalty. Those that fail are knocked down and knocked back 3d10'+10 feet and suffer 2d10 points in Fatigue damage.
Rending Whenever a bear makes a successful attack with 4 or more successes it can tear at the target causing it an additional 2d10 bonus damage. This bonus damage ignores light and medium armor absorption.
Roar Same as Weretype