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.