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     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 


               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.

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