Wereowls
As one the three Asphikos (avian therianthropes), the wereowl holds a unique place within therianthropes. Unlike the wereeagle or wereraven, these therianthropes have a more drastic change to their humanoid form. They grow an additional couple of vertebrae which allows them to turn their heads nearly all the way around.
Those that have this therianthropy tend to prefer to be solitary. The majority tend to develop a calm, reserved personality that is enhanced by an intelligent visage. Though as with all those with any type of therianthropy many also succumb to the dark passenger that the carry with them.
In their humanoid form wereowls, beyond growing a longer neck by a few inches, find their eye colors become a solid color, generally black, but some are auburn, golden-yellow or a deep blue. Additionally, they find that their hair as grown longer, finer and is streaked with greys, whites and silver. Those that are hairless tend to have their skin reflect similar streaks on their shoulders and upper arms.
Wereowl hybrid forms are a mixture of humanoid and owl. Their head transforms into a variety of owl head shapes from round to oval shapes, some with tufts of feathers above their ears. All take on beak shapes where their mouth and nose was. The biggest change is that they grow a large set of wings, double the humanoids height, from their backs. Their legs and feet alter to adjust for talons. Their core body and arms remain humanoid in shape thought their fingers do form claws.
Their animal form they become gigantic owls.
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 Agility, +20 Perception; OR
+10 to Intelligence and +10 Wits
Move: Gain +10 to Base Movement
Vulnerability: Weapon Vulnerability (Brass or Iron) A wereowl 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 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
Wereowl
Health Points: +10 (to PC Base)
Attack Skill: +10 (to PC Base)
Initiative: +10
Attacks: Talons/Bite (6/8;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: +10 (to PC Base) Jinhu Defense: +10 (to PC Base)
Move: Flight (75' MC:B) Luck Points: 2 Vision: Heightened Nightvision Attributes: Agi: +10, Per: +15
Int: +10, Wits: +10, Will: +15
Special Abilities
All Around Vision A wereowl is exceptionally alert to everything around it. It gains +25 bonus to all Perception based checks. In addition, it does not suffer any penalties when defending against flank or rear attacks.
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. Movement Class is based on size: (B)
Frightening Screech Three times per day as a Basic Action a wereowl is able to direct a frightening screech at a single target that is within 20’ of it. The targeted creature gains a Willpower check vs. TS of 3 those that fail become Troubled for 2d10 turns. Those that succeed in their check cannot be affected again by the same wereowl’s screech for 24 hours. Creatures that are already troubled become Scared, those that are already scared become Frightened.
Like a Ghost Three times per day as a Basic Action a wereowl is able to become nearly invisible (75% Concealed) for 3 turns.
Stunning Attack A wereowl is able to stun a target that it successfully hits. Targets gain a Willpower check vs. TS of 1 Per 3 successes of the wereowls attack. Those that fail are stunned for 1d10+2 turns.
Swooping Attack A wereowl gains a +30 to attacks while gliding or swooping over an area and is within the creatures Strike Range.
Animal Form Statistics
Owl Form (Medium Sized; 5'-6')
Health Points: 73
Attack Skill: 73/63;
Attacks: Talons (5) or Bite (7); +4 Per Dmg
Armor Type: None
Physical Defense: 60 Magical Defense: 57
Divine Defense: 58 Jinhu Defense: 58
Str: 67 (3) Sta: 65 (3) Agi: 71 (4) Per: 70 (4)
Int: 62 (2) Wits: 62 (2) Will: 74 (4) Cha: 71 (4)
Move: Flight (Winged) 120' MC:A Vision: Perfect Nightvision
Skills
Alertness 69, Evade 76, Search 76, Stealth 76, Track 74
Special Abilities
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. Movement Class is based on size: (B)
Frightening Screech Three times per day as a Basic Action a wereowl is able to direct a frightening screech at asingle target that is within 20’ of it. The targeted creature gains a Willpower check vs. TS of 3 those that failbecome Troubled for 2d10 turns. Those that succeed in their check cannot be affected again by the same wereowl’s screech for 24 hours. Creatures that are already troubled become Scared, those that are already scared become Frightened.