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Weretigers

     Like werewolves, werefoxes, werecoyotes, and wererats, weretigers look very much like the Tigris kin of the Jakara species. In their humanoid form they tend to develop into sleek  muscular versions of their species, they tend to grow a couple more  inches than normal and tend to become very agile.  Additionally, in  their humanoid form they also tend to develop "stripes" of either  thicker hair, their skin alters into a strip pattern along their  shoulders, upper arms and back.

     Those that have this  therianthropy tend to develop specific personality traits that include  arrogance, perfectionism and a singular drive to be the dominate  therianthrope in the area.  They also develop a strong sense of  protectiveness over those that they consider family.

      Weretigers  have a deep dislike for cities or large towns and prefer the smaller,  rural regions were they can assure that they are the only therianthrope  in the area.  They are often in contention with werebears for the same  regions and areas.

      In their hybrid forms they are  indistinguishable from the Tigris kin of the Jakara. Except weretigers  appear more animalistic and feral.

     In their animal form they appear as huge tigers. Jakara and Kanus 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: +1750 per rank in addition to normal Species Merit Cost 

Health Points: +10 

Attributes: +15 to Strength, +10 Agility; OR

                    +10 to Intelligence and Charisma

Vision: Vision becomes Nightvision, if not already have        

Move: Gain +15 to Base Movement        

Vulnerability: Weapon Vulnerability (White Granite) A weretiger is particularly vulnerable to the use of white granite 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 

Weretiger

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) (15); +5 Armor Absorb vs. Bludgeoning and Slashing weapon types 

Physical Defense: +15 (to PC Base)     Magical Defense: +0 (to PC Base) 

Divine Defense: +0 (to PC Base)        Jinhu Defense: +15 (to PC Base) 

Move: +10 (to PC Base)     Luck Points: 2     Vision: Nightvision 

Attributes: Str: +10, Agi: +10, Per: +10

                     Int: +10, Wits +10, Will: +15 

Special Abilities 

Abundant Leap As a Move Action a weretiger has the ability to leap and jump up to double its normal movement. 

Cause Fear  Any  being, other than weretigers, that is within 15’ of the weretiger must  make a Willpower check at a TS of 2  Those that fail are  Troubled.  Defense needs to only be made once per encounter with the  creature. This is a charm effect. 

Dark Blood  The  creature can recover incredibly fast, regaining up to 3d10+5 points in  Health every turn, even to the point of regrowing lost limbs or  organs but not heads (a head cannot regenerate a body) within 14-Stamina  Modifier days.   

Quickshape A weretiger can alter between their forms as a Full Turn Action (1 turn). 

Roar Once  per turn as a Basic Action a weretiger can cause living creatures,  other than creatures of the same type, within 30’ radius to make a  Willpower check or be shaken. 


Animal Form Statistics 

Tiger Form (Large Sized) 

Health Points: 102 

Attack Skill: 105/95; +9 Str Dmg     

Attacks: Claws (6) or Bite (9) 

Armor Type: Tough Hide (Light Armor) (10); +5 vs. Bludgeoning and Piercing Physical Defense: 80        Magical Defense: 65   

Divine Defense: 62           Jinhu Defense: 65 

Str: 96 (9), Sta: 89 (7), Agi: 74 (5), Per: 90 (8)

 Int: 69 (4), Wits: 70 (4), Will: 70 (4), Cha: 75 (5)

 Skills

               Alertness 63, Climb 70, Evade 70, Search 70, Stealth 72, Track 100 

Special Abilities 

Blood Drain A  tiger is able to drain the blood of a target upon making a successful  bite or claw attack with 3 or more successes. A tiger can drain  d10+7 worth of Health Points. If a tiger attempts to hold on to the  attack a tiger and the target are considered grappling. If the  attack is maintained then this loss is continuous every turn. 

Crushing Bite With  a successful attack, a tiger can grapple a target and begin to crush  it. If a tiger is twice the size of the target it can completely  engulf the target, and can begin to crush the target with its body.  Those attacked in this fashion are allowed an opposed Agility  Check or Strength check to avoid this grapple effect. A tiger gains a +2  success bonus to this check. Those that fail are considered  grappled by a tiger and take 2d10 points in damage every turn, this damage ignores any armor absorption. Those that are held are  allowed to attempt an escape from the crushing as per the grapple  rules every turn. Unless a tiger releases the target it must be killed  and its hold forcefully opened. 

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

Pounce This  ability increases the strength of a tiger's leaps, allowing it to  triple its jump. If the tiger leaps upon a foe during combat, it  can cause an additional 4d10 points of crushing damage that ignores  armor absorption. If this occurs the “attack” gives the defender  the opportunity to dodge out of the way with an Agility Check at a TS of  6.

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