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Wereeagles

    Most  wereeagles tend to develop rather haughty attitudes, though they are  often focused on following a good philosophy, though many tend to be of a  neutral outlook.  In their humanoid form, wereeagles develop some  specific physical features.  They tend develop sharper features, high  cheek bones, more hawkish snouts or noses, their pupils change to a  vertical line allowing for highly focused highly focused vision and  provide accurate distance vision and accurate distance vision.   Additionally, many grow feathers along the back of their heads down  along the nape of their neck.       In their hybrid form wereeagles are magnificent in their visage.  They sprout powerful, feathered wings, talons  sprout into sharp, hooked claws at the end of their toes. Thick  feathers sprout over most their body, and can range in color from deep  auburn, to gray, to black and white, to a golden hue.  Their head morphs  into that of a powerful eagle, but their bodies remain humanoid in  shape their arms remaining like that of their base species.       

Bhahuuls and Trolls are immune to this therianthropy.

   As theiranthrope, wereeagles are considered the alpha of the  Asphikos (avian therianthropes).  Those with this therianthropy tend to  be found in humans, Syliphs, and Fhen Khanurs.  Myth holds that the  first wereeagles were beings were children of the goddess Atura,  or  perhaps even the deity Daemah bestowed upon some of their priests as  gift for their diligence.  This was then passed down to their children,  and their children's, children through out the ages.


Species Adjustments

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

Merit Point Increase: +1500 per rank in addition to normal Species Merit Cost 

Health Points: +10 

Attributes: +10 to Stamina and Perception; OR                           

                    +10 to Wits and +10 Charisma        

Move: Gain +10 to Base Movement        

Vulnerability: Weapon Vulnerability (Thoicar) A wereeagle is particularly vulnerable to the use of thoicar 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. 


Werebats 

Health Points: +15 (to PC Base) 

Attack Skill: +10 (to PC Base)        

Initiative: +10 

Attacks: Claw/Bite (7/8;a10,b5) ; 

Armor: Thick Skinned (Light Armor) (5); +5 Armor Absorb vs. Bludgeoning and Slashing weapon types 

Physical Defense: +15 (to PC Base)     Magical Defense: +15 (to PC Base) 

Divine Defense: +10 (to PC Base)        Jinhu Defense: +10 (to PC Base) 

Move: +10 (to PC Base); Flight 60';MC:B     Luck Points: 2     Vision: Nightvision Attributes: Sta: +10, Sta: +20, Agi: +10, Per: +15

                    Int: +10, Will: +15 

Special Abilities 

Detect Heartbeat Three  times per day for 1 turn as a Basic Action a wereeagle can hear the  heartbeat of living creatures within 15’ radius of itself. 

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. 

Harming Screech   Once per turn as a Simple Action a wereeagle is able to emit a piercing  sonic screech in a 20’ radius around itself  causing (3 points of damage  per 20 Willpower of the creature) 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 energy type. 

Pierce  Anytime  that a wereeagle gains a Critical Hit and damages the target with a  piercing natural attack, the attack ignores all forms of armor  absorption. 

Superior Flight  Three times per day for up to 5 turns a wereeagle may quadruple its normal fly rate. 


Animal Form Statistics 

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

Eagle Form (Large Sized)

 Health Points: 101 

Attack Skill: 94/84; +5 Str Dmg       

Attacks: Claws (7) or Bite (9) 

Armor Type: None 

Physical Defense: 65        Magical Defense: 62    

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:B           Vision: Normal 

Skills

               Alertness 78, Evade 84, Search 85, Track 100 

Special Abilities 

Brash Attacks  Once  per turn an eagle is able to attack with such fierceness and  aggressiveness that it catches opponents off guard.  Opponents  are granted a Wits vs TS 2, those that fail suffer a -40 to Physical  Defense each turn they are attacked.  Brash Attacks are not  cumulative against the same target in the same turn. 

Deep Scratch  With a successful claw attack an eagle deals an additional 2d10+5 points of bonus damage. 

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.

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