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Werecoyotes

     Those that have this therianthropy tend to grow  coyote-like physical features such as fur, pointed ears, yellow eyes,  and blunt claws in their fingers. In their hybrid form they are  nearly indistinguisble rfom they koyote kin of the Kanus species.   Their animal form is a large, lanky coyote.  Jakara and Kanus are immune to this therianthropy.

Werecoyotes, like werefoxes and werewolves, are considered a part of the Kyre (ki-ree)  family of therianthropes, related to the canine species of animals. Unlike the werewolves, those with werecoyotes therianthropy tend to  become more mischievous, lighthearted and pranks.  They are often  lighthearted and often take on an air of astuteness, wisdom, as well as  pragmatism.  It is rumored that they are also well connected to the  divine.


Species Adjustments

These are the adjustments that a character with this therianthropy gain in addition to their character. 

Merit Point Increase: +12500 per rank in addition to normal Species Merit Cost 

Health Points: +10 

Attributes: +10  to Agility and Perception OR 

                    +10 to Wits and Charisma        

Move: Gain +10 to Base Movement        

Vulnerability: Weapon Vulnerability (Copper) A werecoyote is particularly vulnerable to the use of copper 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 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. 


Werecoyotes

Health Points: +10 (to PC Base) 

Attack Skill: +15 (to PC Base)        

Initiative: +15 

Attacks: Claw/Bite (6;a10,b5) 

Armor: Thick Skinned (Light Armor) (10); +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 

Abundant Leap As a Move Action a werecoyote has the ability to leap and jump up to double its normal movement. 

Bay  Whenever  the creature bays the creature can cause living creatures, other than  creatures like itself, within 60' radius to make a Wits  check at a TS of 4 or become Scared (see Fear in Legends of Kralis).   This is not a sonic attack and takes a Move Action to  perform. 

Burst of Speed Three times per day as a Move Action a werecoyote 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 +30 bonus to  attacks and physical defense.   Like a Ghost  Three times per day as a Basic Action a werecoyote is able to become nearly invisible (75% Concealed) for 3 turns. 

Swift Move A werecoyote is able to make an additional Move Action and Simple Action in their turn. 


Animal Form Statistics 

These are the stats of the specific animal form that the therianthrope takes on. 

Coyote Form (Medium Sized; 4'-6') 

Health Points: 53 

Attack Skill: 63/53; +5 Str Dmg     

Attacks: Claws (4) or Bite (7) 

Armor Type: Tough Hide (Light Armor) (10); +5 vs. Bludgeoning and Piercing Physical Defense: 61        Magical Defense: 50 

Divine Defense: 64           Jinhu Defense: 44 

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: 40'           Vision: Nightvision 

Skills               

Alertness 62, Evade 67, Search 67, Track 100 

Special Abilities 

All Around Vision Coyotes are exceptionally alert to everything around them. They gain +25 bonus to all Perception  based checks. In addition, they do not suffer any penalties when defending against flank or rear attacks. 

Lock Jaw After  successfully biting a victim in an attack a coyote can lock its jaws  causing d10+5 points of damage every turn from the bite this bonus  damage ignores armor. Once a coyote has locked its jaws it must be  killed and then forced  off which causes d10+5 points in additional  damage which ignores armor. A coyote can at any time release itself with  no difficulty. 

Trip  If a coyote hits with either a (bite, claw) attack it makes an auto-attempt with a trip attack as defined in Legends of Kralis.

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