Wererats
Among the known therianthropes, there are three that are the most well known: werewolves, werebats and the wererats. Each has earned a horrible reputation, mostly because of their associate with the feral, viciousness and the darkness that most make their homes in. Those with this therianthropy begin to develop a desire to live in less than common areas, specifically within cities they prefer to live within the sewers and "dungeons" of large cities, or within tunnels, caves or mines near villages and towns. They have also been known to dig out hovels under villages and towns where caves do not exist. In some instances they take up residence in the ruins of old towers, keeps and the occasional abandoned village.
Wererats are known to avoid developing strong interpersonal relationships. They are "true" loners. Wererats are strong introverts and tend to avoid most social situations whenever possible. Most are more comfortable win their own routine and do not mind spending time on their own. It would be inaccurate to say that they are anti-social. They just don’t require an affiliation with a group to define themselves.
Those that have this therianthropy tend to take on the physical characteristics of their weretype. Their ears become a bit longer and sharper, their front teeth grow a bit more, and their eyes darken considerable, often become sheer black with a tinge of yellow.
In their hybrid form wererats are generally a foot or two shorter than their normal humanoid height. Their head, torso are rat-like, but their limbs remained more like their species, though their hands tend to end in claws.
Bhahuul, Jakara, Kanus, Manax, and Trolls 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: +1500 per rank in addition to normal Species Merit Cost
Health Points: +10
Attributes: +10 to Agility and Perception OR
+15 Intelligence and -10 to Wits
Move: Gain +15 to Base Movement
Vulnerability: Weapon Vulnerability (Brass or Iron) A wererat is particularly vulnerable to the use of brass or iron 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
Health Points: +10 (to PC Base)
Attack Skill: +10 (to PC Base)
Initiative: +15
Attacks: Claw/Bite (4/6;a10,b5) ; +10 Str Dmg
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: Agi: +15, Per: +15
Int: +10, Will: +10
Special Abilities
Brash Attacks Once per turn a wererat 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.
Combative Leap As a Move Action a wererat is able to leap 3x its normal move rate. When doing so it must be able to clear at least 1/2 its height in head room when attempting this indoors. They are able to jump at least their height in distance but never more than double its height. When used to attack with it gains the same bonuses as it would if it were charging, but suffer -25 penalty to its attack.
Death Rage When a wererat is reduced to 0 in Health Points it flies into a berserk rage, attacking madly until either it or its opponent(s) is dead. This rage allows it to ignore Battered Status and gains a +20 bonus to its damage. This lasts for d10+2 turns before it it must make a Willpower or Stamina check at TS 4. If it fails it dies.
Quick Strike A wererat can strike with such speed that those that are defending against them suffer a -50 to their Physical Defense. This only effects melee attacks and can be used once per turn.
Animal Form Statistics
Rat Form (Medium Sized; 4'-5')
Health Points: 41
Attack Skill: 69/59;
Attacks: Claws (3) or Bite (5); +8 Agi Dmg
Armor Type: Tough Hide (Light Armor) (5);
Physical Defense: 75 Magical Defense: 46
Divine Defense: 52 Jinhu Defense: 49
Str: 66 (4), Sta: 67 (4), Agi: 86 (8), Per: 85 (7)
Int: 75 (5), Wits: 75 (5), Will: 67 (4), Cha: 76 (6)
Move: 30’ Vision: Heightened Nightvision
Skills
Alertness 62, Evade 67, Search 67, Track 100
Special Abilities
Abundant Leap A rat has the ability to leap and jump up to double its normal movement as a Move Action.
Dark Sight A rat is able to see through all forms of non-magical darkness by means of heightened eyesight thatallows the rat to see the world in shades of gray. Deadly Silent A rat is able to move so silently that it causes all those that attempt to listen for it to suffer -50 to any Perception (Hearing) checks or make a successful check vs Alertness at a TS of 6.