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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.

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