Werewolves
Of all the therianthropes that are known to exist in the world, there is known better known or feared that than of the werewolf, despite the rarity of these types. Werewolves are among the oldest and most feared of all the therianthropes. They are also considered the highest form of the Kyree therianthrope, this does not mean that they are the ultimate version, just that they are the apex predator of this therianthrope family.
Those that have this therianthropy tend to develop specific personality quirks or traits. Generally, werewolves are more bitter in their outlook, often becoming possessed of a fiery temper in their belief that they cannot be defeated. Many prove to become brutal, savage warriors bent on terror. But just as many see their "curse" as a blessing being able to help others in need as defenders of the weak and frail. However good they attempt to be or how evil they come, there is a certain air of arrogance that they have about themselves.
As this therianthropy exerts itself on the species, most tend to develop a sort of "snout", their ears become a bit more pointed, and their eyes, despite their original color become a golden honey hue. They also tend to grow a grayish fur over most of their body.
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
Attack Skill:+10 (this is in addition to PC Base)
Bonus Damage: Varies with Strength Score Modifier
Defense Skills: +15 PD; +10 MD; +0 DD; +10 JD
Attributes: +10 to Strength and Agility; OR
+15 to Wits and Willpower
Vision: Vision becomes Nightvision, if not already have
Move: Gain +10to Base Movement
Vulnerability: Weapon Vulnerability (Silver) A werewolves 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
WereWolves
Health Points: +25 (to PC Base)
Attack Skill: +10 (to PC Base)
Initiative: +10
Attacks: Claw/Bite (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: Str: +10, Agi: +10, Per: +15
Int: +10, Will: +15
Special Abilities
Bay Whenever a werewolf bays a werewolf can cause living creatures, other than creatures like itself, within 60' radius to make a Wits check at a TS of 4 or become Scared (see Fear in Legends of Kralis). This is not a sonic attack and takes a Move Action to perform.
Incredible Jump A werewolf is able to jump double its move upward. This can be used to jump at a target with an attack, this causes a -25 penalty to such attacks.
Immunity (Normal Weapons) A werewolf is immune to all damage from normal weapons.
Unnatural Aura Any being, other than creatures of the same type, that is within 10'+2d10' radius must make a Willpower check at a TS of 4. Those that fail suffer a -75 to all their checks, until they leave the presence of awerewolf. This is a charm effect type.
Weapon Vulnerability (Silver) A werewolf is particularly vulnerable to the silver weapons. When this weapon is usedagainst them they suffer additional 2d10 of bonus damage.
Animal Form Statistics
Wolf Form (Large Sized, 7'-10')
Health Points: 73
Attack Skill: 83/73; +5 Str Dmg
Attacks: Claws (6) or Bite (9)
Armor Type: Tough Hide (Light Armor) (10); +5 vs. Bludgeoning and Piercing Physical Defense: 81 Magical Defense: 53
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: 35’ Vision: Heightened Nightvision
Skills
Alertness 62, Evade 67, Search 67, Track 100
Special Abilities
Burst of Speed Three times per day as a Move Action a wolf can move four times its normal movement rate within a turn. If they move at least double their base movement in a straight ling they gain +10 damage and +30 bonus to attacks and physical defense.
Cat Leap A wolf’s horizontal jump is increased by +5 feet, and vertical jump is doubled.
Lock Jaw After successfully biting a victim in an attack a wolf can lock its jaws causing d10+5 points of damage everyturn from the bite this bonus damage ignores armor. Once a wolf has locked its jaws it must be killed and thenforced off which causes 2d10+5 points in additional damage which ignores armor. A wolf can at any time release itself with no difficulty.