Lycathropes.
Lycanthropy Related Skills.
Animal Empathy.
Control Lycanthropy.
Examples of Lycanthropes
Werebear
Werebear Mage
Werepanther
Wererat, Temple Gaurd
Wererat, Temple Gaurd
Wererat
Werewolf, Full
Werewolf, Man at Arms
Werewolf(Peasant)
Lycanthropes, shapeshifters with a single (or a very few related) alternate forms, are the result of a natural creature being posessed by the spirit of an animal that was tortured to death, died with a really bad attitide, or which was returned from the lands beyond death by evil magic. Typically the posessing spirit is that of a non-sentient creature while the posessed creature is sentient.
Being a lycanthrope typically enhances the physical abilities of a creature (even in its normal form) and gives it an alternate form with a violent, vengeful personality and magical toughness. The process of transformation is usually not under the control of the creature though practice may give some degree of control (see the below skill Control Lycanthropy). A lycanthrope will transform when some trigger event that is significant to the animal spirit occurs, the full moon for wolves, a helpless victim for wererats, being cornered for a weretiger. A lycanthrope can learn to trigger the transformation by giving way to rage (e.g. by exercising the skill "berserk" or the skill given below). Note this makes lycanthopy specially inconvienient for a berserker.
Lycanthropes should have two or more character sheets, their normal one and the transformed one that has the normal form as an alternate form. Typically lycanthropes have the powers (in animal form) silver or magic weapons to hit, hits as magic or silver weapon, regeneration, senses as per animal that supplied the possessing spirit, very high strength, constitution, and willpower. They should take disadvantages as follows. In normal form: a 10 point curse that involves attracting and repelling animals (as per natural association and emnity for their animal type) and causing wierd behavior in animals, 10 points of distinctive looks involving animal mannerisms, a 25 point involuntary transformation (80% chance, uncommon circumstances), optionally a repution as a dangerous eccentric 10 points, usually 20 points of lethal identity, and a 15 point limitation that they cannot remember what they do in animal form (this should be 10 points if they have a way of remembering sometimes and does not acrue to magically created lycanthropes that do always remember). In animal form: 25 points of distinctive looks, 30 point enemy - everyone who lives near the lycanthrope, 25 points of involuntary transformation back to normal (usually when knocked out or sleeping), 20 points of impaired manipulation, 15 points of homicidal, 20 points of psychotic violence, 15 points of overconfidence, a 20 point reputation as an evil killer, and +2d6 of damage from silver or mithril (or other substance), points as appropriate.
The examples given in this section are not an exhaustive list. In this system the need for a multiform tends to make lycanthropes expensive monsters and hence less than a laughing matter for for the players to encounter and the referee to write. The were rats have three forms: human manrat, and giant rat. For any lycanthrope with two or more animal forms distinct trigger conditions must be given. In the case of the wererats written up here they are (i) presence of a helpless victim (triggers transform to manrat) and (ii) extreme danger (triggers change to giant rat). Both the animal forms turn back when they sleep or are knocked out (and, by implication, when killed).
Thought the referee may wish to think about it real hard before doing it in his campaign the author of these rules suggests the following rational for super-lycanthropes. Normal lycanthropes result from a tortured animal spirit posessing a sentient character. If a powerful animal spirit, like a demi-god or the spirit of an animal archtype bent on avenging wrongs to its species came back and possesed someone you would get a much more powerful sort of lycanthrope - with unique appearance and excessive powers. For example, the mother of wolves might fuse with a female character and create a golden werewolf. The ghostwolves that run in her train might fuse with humans to produce silver werewolves. These ``higher'' lycanthropes might well have control over their transformation and be working toward some end other than haphazard revenge.
The flip side is posession by a demonic animal spirit, either a demon with a strong animal identification or possibly the spirit of an animal native to one of the netherworlds. This might create black (or red) versions of lycanthropes with incredible destructive power (but probably even less control over their transformation). Again, this is a suggestion. Picture briefly a were-hellhound.
This skill allows a lycanthrope to communicate with animal analogs (werewolves with wolves and dogs, wererats with mice or rats, etc.) by making a skill roll. This communication is restricted to the kind of communications the animal in question could have with another animal of its own type. The exact details are left to the referee.
This skill allows a character to go into a controlled rage in which they will change from their human form to their animal form (and back, if the animal form has the skill) with a skill roll and a -3 delay on Asp. If the transformation is made by skill instead of by other means then the character can remember what he does in animal form though the memories will feel like they happened to someone else; specific facts require a stress save to recall in a useful ``format''. The control Lycanthropy skill may be used as a complementary skill with such a stress save. The skill roll is at -30 if the trigger condition that normally causes a transformation is present. Likewise the skill, at -30, can be used to supress a natural transformation. It is the province of the referee if this skill can be learned spontaneously or if another character who has the skill must teach it to you. It is also possible that different types of lycanthropes get different midifiers to this skill.
Werebear:Ursine Form(Size zero humanoid).St 24 Stam 39 Agility 77 Phys. Elu. 95 Cn 24 Hits 39 Bleeding 123 Ment. Elu. 45 In 8 Health 7 Insanity 52 Perc. Int. 55 Ws 10 Luck 30 Dx 20 Ego 18 Magic 37 Impact 8 Ag 20 Mind 8 Perception 34 Edge 4 Ch 10 Sanity 3 Poison 94 Point 4 Bt 10 Shock 140 Fire 11 Wp 16 To Hit 69 Asp 9 Stress 44 Magic 4 Lk 10 Missle 25 Msp 4 Surprise 65 Necro 2 --- Bow 25 Bsp 4 Unconc. 99 161 Spell 2 Csp 0 Knockbk 87 Damage 10 Spirit 5 Ssp 0 Determination 13 Lift 639 Carry 261 Run:10 Mana 7
Disadvantages Cost Ability Rank Roll 25 Terifying form 15 1 levels of growth - -- 40 Enemy: men 52 Human form - -- 25 Involuntary trans to 20 +40 to hit - -- human 80% at dawn 12 +4 Asp - -- or when knocked out 13 +4 edge, point, impact - -- 20 Impaired manip. 10 Tracking scent - -- 20 Homicidal 15 Discrimanatory smell - -- 15 Overconfident 10 Night vision - -- 15 Psychotic paranoid 3 +9 magic save - -- 20 Rep: evil killer --- 20 +2d6 from silver 149+161=310 or mithril 10 xp Asp Dam Len 100 Base Bite -2 5d6+1 4 --- Claw -2 5d6+3 6 310
A big mean bear that is the nightwalking form of a human wearbear. Notice that this bear is grouchy and tends to attack where a normal bear would walk away.
Werebear:Human Form(Size zero humanoid).St 20 Stam 27 Agility 92 Phys. Elu. 122 Cn 12 Hits 12 Bleeding 69 Ment. Elu. 47 In 10 Health 3 Insanity 56 Perc. Int. 59 Ws 12 Luck 30 Dx 23 Ego 18 Magic 32 Impact 5 Ag 23 Mind 10 Perception 39 Edge 0 Ch 10 Sanity 3 Poison 43 Point 0 Bt 10 Shock 86 Fire 3 Wp 16 To Hit 51 Asp 5 Stress 46 Magic 4 Lk 10 Missle 50 Msp 6 Surprise 73 Necro 2 --- Bow 49 Bsp 6 Unconc. 43 161 Spell 6 Csp 0 Damage 6 Spirit 7 Ssp 1 Determination 13 Lift 318 Carry 114 Run:10 Mana 7
Disadvantages Cost Ability Rank Roll 10 Curse, scares dogs 12 Shortsword, dagger, bow, sling 1 -- 15 Ursine mannerisms 10 +20 to hit - -- 25 Involuntay transf. 15 +15 bow hit - -- to bear, nightfall 8 +16 missle hit - -- 80% chance 14 Tracking 5 68 20 Lethal identity 8 Woodland lore 2 46 20 Hates intrusions 10 Expert bowman 3 81 into nature 10 Lethal blow - -- 15 Cannot remember 4 +12 agility save - -- actions as bear 8 +24 unconciousness save - -- 15 loyal to other -- wearbears 99+161=260 40 Enemy, normal humans Asp Dam Len Brk 0 xp Dagger -1 d6 3 9 100 Base Short Sword -2 d6+2 6 12 --- Msp Rng 260 Sling -4 d6+2 -1/1" Bsp Load Longbow(24) -1 3d6+2 -1/4" -9
This werebear is a skilled archer. The human form is a subclause of the bear form.
Werebear mage:Ursine Form(Size one humanoid).St 20 Stam 27 Agility 77 Phys. Elu. 95 Cn 23 Hits 36 Bleeding 123 Ment. Elu. 66 In 12 Health 6 Insanity 85 Perc. Int. 77 Ws 14 Luck 39 Dx 20 Ego 36 Magic 38 Impact 8 Ag 20 Mind 12 Perception 52 Edge 3 Ch 12 Sanity 3 Poison 96 Point 3 Bt 16 Shock 142 Fire 10 Wp 23 To Hit 45 Asp 6 Stress 91 Magic 7 Lk 13 Missle 25 Msp 4 Surprise 76 Necro 3 --- Bow 25 Bsp 4 Unconc. 102 200 Spell 17 Csp 1 Knockbk 87 Damage 6 Spirit 23 Ssp 3 Determination 28 Lift 558 Carry 220 Run:10 Mana 16
Disadvantages Cost Ability Rank Roll 20 Scary form 15 1 levels of growth - -- 40 Enemy: men 52 Human form - -- 25 Involuntary trans to 10 +20 to hit - -- human 80% at dawn 6 +2 Asp - -- or when knocked out 13 +3 edge, point, impact - -- 20 Impaired manip. 10 Tracking scent - -- 20 Homicidal 15 Discrimanatory smell - -- 15 Overconfident 10 Night vision - -- 15 Insatiably curious 13 +39 magic save - -- 20 Rep: evil killer 6 +18 stress save - -- 20 +2d6 from silver --- or mithril 140+200=340 50 xp Asp Dam Len 100 Base Bite -2 4d6+1 4 --- Claw -2 4d6+3 6 350
The werebear is a more elegant looking sort of bear, female and groomed. It is also the nightwalking form of a young, female mage. This werebear is typically a community leader, to the extent that werebears, a hardy lot, form communities.
Werebear mage(Ayrlinda):Human Form(Size zero humanoid).St 16 Stam 18 Agility 52 Phys. Elu. 66 Cn 16 Hits 18 Bleeding 86 Ment. Elu. 82 In 20 Health 4 Insanity 103 Perc. Int. 103 Ws 20 Luck 42 Dx 14 Ego 39 Magic 73 Impact 4 Ag 14 Mind 27 Perception 81 Edge 0 Ch 14 Sanity 5 Poison 65 Point 0 Bt 18 Shock 111 Fire 5 Wp 24 To Hit 10 Asp 2 Stress 83 Magic 8 Lk 14 Missle 8 Msp 1 Surprise 79 Necro 5 --- Bow 8 Bsp 1 Unconc. 65 181 Spell 34 Csp 4 Damage 2 Spirit 33 Ssp 5 Determination 30 Lift 282 Carry 102 Run:5 Mana 34 Disadvantages Cost Ability Rank Roll 10 Curse, scares dogs 6 Shortsword, dagger, bow, sling 1 -- 15 Ursine mannerisms 10 Magic Skill 1 66 25 Involuntay transf. 30 Air element 4 104 to bear, nightfall 3 Animal Empathy (bears) 3 87 80% chance 5 Control Lycanthropy 3 87 20 Lethal identity 8 Woodland lore 3 75 20 Hates intrusions 5 Literacy 3 26 into nature 6 +12 to hit - -- 15 Cannot remember 6 +2 Asp - -- actions as bear -- 15 loyal to other 79+181=260 wearbears 40 Enemy, normal humans Asp Dam Len Brk 0 xp Dagger -1 d6 3 9 100 Base Short Sword -2 d6+2 6 12 --- 260
This werebear is an air mage, a young woman named Arylinda. The human form is a subclause of the bear form.
Armor of Lightning(-30)4F Bind Lightning(-120)4 Calm(-60)3 Clear Air(-6)3 Control Cloud(-12)2F Control Temperature(-60)2 Cyclone Shield(-8)4 Direct Lightning(-180)2 Dismiss Cloud(-60)4 Electrical Manashield(-5)1 Euaria(-24)3 Fog(-75)2 Fog See(-12)2 Lightning Bolt(-8)3F Lightning Form(-4)4 Mistwalk(-60)3F Paint Air(-12)1 Protection from Lightning(-45)3 Recharge(-60)2 Shock(-3)1 Soporific Vapors(-18)4F Sparks(-6)2 Sphere of Air(-40)4 Stabilize(-120)3 Suffocate(-24)4 Vortex(-15)3 Vortex of Cleansing(-60)2 Vortex of Interposition(-8)4 Wind(-60)2 Zephyr(-20)1
Werepanther:Manpanther Form(Size zero humanoid).St 23 Stam 36 Agility 92 Phys. Elu. 121 Cn 16 Hits 18 Bleeding 87 Ment. Elu. 47 In 10 Health 4 Insanity 56 Perc. Int. 59 Ws 12 Luck 33 Dx 23 Ego 25 Magic 32 Impact 7[11] Ag 23 Mind 10 Perception 39 Edge 0[4] Ch 16 Sanity 3 Poison 57 Point 0[4] Bt 12 Shock 106 Fire 4[6] Wp 16 To Hit 58 Asp 6 Stress 46 Magic 4[8] Lk 11 Missle 34 Msp 6 Surprise 73 Necro 2[5] --- Bow 34 Bsp 6 Unconc. 57 190 Spell 6 Csp 0 Damage 9 Spirit 7 Ssp 1 Determination 13 Lift: 384 Carry:144 Run: 13 Mana 7
Disadvantages Cost Ability Rank Roll 25 Distinctive looks, 25 Discriminatory tracking scent - -- Werepanther 10 Night vision - -- 30 Enemy, anyone but 28 Alternate form, human, invol. - -- cats&weres 50 1/2 damage edge, point impact - -- 25 Involuntary Transform not vs. silver, mithril unconc. or sleep, to 20 +2 weapons to hit human form. 19 hits as +1 weapon - -- 20 Impaired manipulation 17 8 HP/rnd regeneration - -- 15 Homicidal 12 +24 to hit - -- 20 Psychotically violent 14 Control Lycanthropy 5 73 15 Overconfidence --- 20 Rep: Evil Killer 195+190=385 15 +2d6 from silver 60 xp 150 Base Asp Dam Len --- Bite -1 4d6+2 3 385 Claw -2 5d6 5
This form of the werepanther is a hunched over humanoid with a pantherine head, clawed hands, and blue-black fur. It will drop weapons and equipment using claws in preference.
Edge Point Impact Fire Magic Necro
01-06 Top of Head 10 11 15 8 14 2
07-14 Side of Head 10 11 15 8 14 2
15-20 Face 0 0 7 4 4 2
21-24 Neck 6 9 13 6 10 6
25-30 Collar 6 9 13 6 10 6
31-46 Chest 2 2 10 5 6 6
47-48 Solar Plexus 2 2 10 5 6 6
49-61 Stomach 2 2 10 5 6 6
62-66 Hips 3 3 11 6 7 8
67-68 Crotch 2 2 10 5 6 6
69-73 Upper Arm 2 2 10 5 6 6
74-75 Elbow 2 3 11 6 6 10
76-79 Lower Arm 8 6 13 8 11 2
80-81 Wrist 1 2 10 6 5 8
82-83 Hand 1 2 10 6 5 8
84-85 Fingers 1 2 10 6 5 8
86-91 Upper Leg 2 2 10 5 6 6
92-93 Knee 2 2 10 5 6 6
94-96 Shins 9 7 15 8 12 6
97-98 Ankles 1 2 10 6 5 8
99-00 Feet 1 2 10 6 5 8
Average: 4 4 11 6 8 5
Penalty: 2
Encumberance: 44
Plate Armor Helmet 60
Chain Mail Hood 40
Studded Leather Gorget 1.2
Studded Leather Shirt 16.8
Leather Elbow Gaurd 0.2
Studded Leather Pants 5.2
Plate Armor Bracers 15
Leather Gloves 0.6
Plate Armor Shins 10
Leather Boots 0.4
Total Cost 149.4
Werepanther:Human Form(Size zero humanoid).St 16 Stam 24 Agility 60 Phys. Elu. 76 Cn 14 Hits 16 Bleeding 65 Ment. Elu. 46 In 12 Health 4 Insanity 54 Perc. Int. 60 Ws 14 Luck 30 Dx 16 Ego 16 Magic 38 Impact 4[8] Ag 16 Mind 12 Perception 43 Edge 0[4] Ch 12 Sanity 3 Poison 47 Point 0[4] Bt 12 Shock 83 Fire 3[5] Wp 14 To Hit 43 Asp 7 Stress 42 Magic 3[7] Lk 10 Missle 33 Msp 5 Surprise 59 Necro 3[6] --- Bow 13 Bsp 2 Unconc. 68 110 Spell 8 Csp 1 Damage 2 Spirit 6 Ssp 1 Determination 10 Lift: 246 Carry: 96 Run: 9 Mana 7
Disadvantages Cost Ability Rank Roll 10 Curse: scares cats, 9 Dagger, knife, shortsword. 1 -- attracts big cats 10 Regeneration 6/hour - -- 10 Catlike mannerisms 10 night vision - -- 30 Involuntary transform 15 +30 to hit - -- sunset or enraged 15 +5 Asp - -- 80 20 Lethal identity, 12 +4 Msp - -- Werepanther 6 +6 stam - -- 15 Subject to Orders 6 +2 hits - -- 15 Homicidal 7 +21 unconciousness - -- 15 Loves to toture prey --- 0 xp 100+110=210 100 Base Spd Dam Brk Len --- Dagger -1 d6 9 3 210 Longsword -5 2d6+2 21 10 Knife -1 d6 -1/1"
This is medium-good warrior that happens to also be a werepanther.
Edge Point Impact Fire Magic Necro
01-06 Top of Head 10 11 12 7 13 3
07-14 Side of Head 10 11 12 7 13 3
15-20 Face 0 0 4 3 3 3
21-24 Neck 6 9 10 5 9 7
25-30 Collar 6 9 10 5 9 7
31-46 Chest 2 2 7 4 5 7
47-48 Solar Plexus 2 2 7 4 5 7
49-61 Stomach 2 2 7 4 5 7
62-66 Hips 3 3 8 5 6 9
67-68 Crotch 2 2 7 4 5 7
69-73 Upper Arm 2 2 7 4 5 7
74-75 Elbow 2 3 8 5 5 11
76-79 Lower Arm 8 6 10 7 10 3
80-81 Wrist 1 2 7 5 4 9
82-83 Hand 1 2 7 5 4 9
84-85 Fingers 1 2 7 5 4 9
86-91 Upper Leg 2 2 7 4 5 7
92-93 Knee 2 2 7 4 5 7
94-96 Shins 9 7 12 7 11 7
97-98 Ankles 1 2 7 5 4 9
99-00 Feet 1 2 7 5 4 9
Average: 4 4 8 5 7 6
Penalty: 2
Encumberance: 44
Plate Armor Helmet 60
Chain Mail Hood 40
Studded Leather Gorget 1.2
Studded Leather Shirt 16.8
Leather Elbow Gaurd 0.2
Studded Leather Pants 5.2
Plate Armor Bracers 15
Leather Gloves 0.6
Plate Armor Shins 10
Leather Boots 0.4
Total Cost 149.4
Wererat: Human Form (Size zero humanoid).St 23 Stam 36 Agility 77 Phys. Elu. 100 Cn 18 Hits 22 Bleeding 95 Ment. Elu. 51 In 10 Health 5 Insanity 62 Perc. Int. 63 Ws 12 Luck 36 Dx 20 Ego 22 Magic 32 Impact 7[13] Ag 20 Mind 10 Perception 41 Edge 0[3] Ch 16 Sanity 3 Poison 67 Point 0[5] Bt 8 Shock 118 Fire 6[9] Wp 18 To Hit 62 Asp 8 Stress 52 Magic 4[7] Lk 12 Missle 25 Msp 4 Surprise 69 Necro 2[8] --- Bow 25 Bsp 4 Unconc. 67 170 Spell 8 Csp 0 Damage 9 Spirit 11 Ssp 1 Determination 16 Lift 396 Carry 150 Run:8" Mana 9
Disadvantages Cost Ability Rank Roll 25 Involuntary transform 48 Alternate form, manrat, full round - -- helpless victim 10 Night sight - -- 15 Ratlike mannerisms 17 Regeneration 6 hits/round - -- 10 Attracts rats 9 Dagger, shortsword, spear, - -- 10 Repels dogs, cats 9 +3 Asp - -- 30 Enemy, most humans 17 +34 to hit - -- 20 Master, priest of 11 Control lycanthropy 4 74 the Rat God, etc. 9 Animal empathy, rats 5 79 15 Loves having help- --- less victims 130+170=300 15 Cowardly in an even fight or worse Asp Dam Len Brk 20 Protective of priests Dagger -1 d6 3 9 and temple property Short Sword -2 d6+2 6 12 10 Likes rats Spear -5 2d6 12 12 10 Cannot remember acts in manrat form 20 xp 100 Base --- 300
The human form of a temple gaurd for a temple of the Rat God.
Edge Point Impact Fire Magic Necro
01-06 Top of Head 6 9 13 9 10 8
07-14 Side of Head 6 9 13 9 10 8
15-20 Face 1 2 10 8 5 8
21-24 Neck 8 12 13 8 12 2
25-30 Collar 6 9 13 9 10 8
31-46 Chest 1 2 10 8 5 8
47-48 Solar Plexus 1 2 10 8 5 8
49-61 Stomach 1 2 10 8 5 8
62-66 Hips 2 3 12 9 6 11
67-68 Crotch 1 2 10 8 5 8
69-73 Upper Arm 1 2 10 8 5 8
74-75 Elbow 1 2 10 8 5 8
76-79 Lower Arm 7 5 16 9 11 2
80-81 Wrist 1 2 10 8 5 8
82-83 Hand 1 2 10 8 5 8
84-85 Fingers 1 2 10 8 5 8
86-91 Upper Leg 1 2 10 8 5 8
92-93 Knee 1 2 10 8 5 8
94-96 Shins 1 2 10 8 5 8
97-98 Ankles 1 2 10 8 5 8
99-00 Feet 1 2 10 8 5 8
-----------------------------------------------------------------
Average: 3 5 12 9 7 8
Penalty: 3
Encumberance: 62
Leather Full Helm 4.00
Chain Mail Hood 48.00
Chain Mail Gorget 8.00
Leather Shirt 9.80
Leather Pants 3.60
Plate Mail Bracers 12.00
Leather Gloves 1.20
Leather Boots 0.80
-------
Total 87.40
Wererat: Manrat Form (Size zero humanoid).St 20 Stam 27 Agility 92 Phys. Elu. 122 Cn 20 Hits 27 Bleeding 93 Ment. Elu. 45 In 8 Health 5 Insanity 52 Perc. Int. 55 Ws 10 Luck 36 Dx 23 Ego 18 Magic 26 Impact 5[12] Ag 23 Mind 8 Perception 52 Edge 0[3] Ch 16 Sanity 3 Poison 74 Point 0[5] Bt 8 Shock 116 Fire 8[9] Wp 16 To Hit 67 Asp 10 Stress 44 Magic 4[7] Lk 12 Missle 34 Msp 6 Surprise 71 Necro 2[8] --- Bow 34 Bsp 6 Unconc. 73 180 Spell 2 Csp 0 Damage 6 Spirit 5 Ssp 0 Determination 13 Lift 342 Carry 138 Run:10" Mana 7
Disadvantages Cost Ability Rank Roll 25 Involuntary transform 10 Night vision - -- when unconcious 25 Locator/tracking smell - -- 20 Manrat appearance 17 Regeneration 6 hits/round - -- 20 Master, priest of 10 +1 weapons to hit - -- the Rat God, etc. 5 hits as +1 weapon - -- 30 Enemy, most humans 15 +5 Asp - -- 10 Impaired manupulation 18 +36 to hit - -- 15 Loves having help- 7 Sneak 5 71 less victims 7 Conceal self 5 71 15 Cowardly in an even 6 +18 perception save - -- fight or worse --- 20 Protective of priests 120+180=300 Asp Dam Len and temple property Bite -1 3d6+3 3 10 Likes rats Claw -2 4d6+1 5 20 Rep: evil killer 15 +2d6 from silver 0 xp 100 Base --- 300
A manrat form of a concecrated temple gaurd. This sort of manrat drops its weapons and attacks with claws and teeth.
Edge Point Impact Fire Magic Necro
01-06 Top of Head 6 9 13 9 10 8
07-14 Side of Head 6 9 13 9 10 8
15-20 Face 1 2 10 8 5 8
21-24 Neck 8 12 13 8 12 2
25-30 Collar 6 9 13 9 10 8
31-46 Chest 1 2 10 8 5 8
47-48 Solar Plexus 1 2 10 8 5 8
49-61 Stomach 1 2 10 8 5 8
62-66 Hips 2 3 12 9 6 11
67-68 Crotch 1 2 10 8 5 8
69-73 Upper Arm 1 2 10 8 5 8
74-75 Elbow 1 2 10 8 5 8
76-79 Lower Arm 7 5 16 9 11 2
80-81 Wrist 1 2 10 8 5 8
82-83 Hand 1 2 10 8 5 8
84-85 Fingers 1 2 10 8 5 8
86-91 Upper Leg 1 2 10 8 5 8
92-93 Knee 1 2 10 8 5 8
94-96 Shins 1 2 10 8 5 8
97-98 Ankles 1 2 10 8 5 8
99-00 Feet 1 2 10 8 5 8
-----------------------------------------------------------------
Average: 3 5 12 9 7 8
Penalty: 3
Encumberance: 62
Leather Full Helm 4.00
Chain Mail Hood 48.00
Chain Mail Gorget 8.00
Leather Shirt 9.80
Leather Pants 3.60
Plate Mail Bracers 12.00
Leather Gloves 1.20
Leather Boots 0.80
-------
Total 87.40
Wererat: Manrat Form (Size zero humanoid).St 17 Stam 27 Agility 101 Phys. Elu. 121 Cn 17 Hits 20 Bleeding 80 Ment. Elu. 55 In 14 Health 4 Insanity 69 Perc. Int. 70 Ws 15 Luck 30 Dx 23 Ego 21 Magic 44 Impact 7[11] Ag 23 Mind 14 Perception 52 Edge 3[7] Ch 10 Sanity 4 Poison 63 Point 3[8] Bt 6 Shock 104 Fire 4[5] Wp 18 To Hit 58 Asp 6 Stress 55 Magic 4[8] Lk 10 Missle 34 Msp 6 Surprise 79 Necro 3[6] --- Bow 34 Bsp 6 Unconc. 63 180 Spell 16 Csp 2 Damage 3 Spirit 15 Ssp 2 Determination 16 Lift: 285 Carry:111 Run: 13 Mana 13
Disadvantages Cost Ability Rank Roll 25 Distinctive looks, 25 Tracking, locator smell - -- Manrat 10 +1 weapons to hit - -- 30 Enemy, anyone but 5 hits as +1 weapon - -- other rat-types 17 Regenration 5 HP/rnd - -- 40 Enemy, humans 15 +3 edge, point,impact - -- 25 Involuntary Transform 15 +30 to hit - -- unconc. or sleep, to 3 +9 agility save - -- human form. 6 +2 Asp - -- 20 Impaired manipulation 10 Night Vision - -- 15 Homicidal 7 Stamina - -- 20 Psychotically violent 35 Alternate form when afraid - -- 15 Overconfidence Rat. 20 Rep: Evil Killer 32 Alternate form when knocked out - -- 15 +2d6 from silver or asleep 40 xp --- 100 Base 215+180=365 --- 365 Asp Dam Len Bite -1 3d6 3 Claw -2 3d6+2 5
The writeup is of the half man-half rat form of a wererat. This is the most expensive and central form of the three form wererat. It is also the most dangerous. This form often finds itself with weapons in hand; it doesn't know how to use them and will throw them away.
Edge Point Impact Fire Magic Necro
01-06 Top of Head 4 5 10 6 5 9
07-14 Side of Head 4 5 10 6 5 9
15-20 Face 3 3 7 4 4 3
21-24 Neck 15 13 21 8 16 10
25-30 Collar 9 12 13 6 10 9
31-46 Chest 8 11 11 5 9 3
47-48 Solar Plexus 8 11 11 5 9 3
49-61 Stomach 8 11 11 5 9 3
62-66 Hips 9 12 13 6 10 9
67-68 Crotch 4 5 10 6 5 9
69-73 Upper Arm 8 11 11 5 9 3
74-75 Elbow 8 11 11 5 9 3
76-79 Lower Arm 11 9 13 8 11 3
80-81 Wrist 3 3 7 4 4 3
82-83 Hand 3 3 7 4 4 3
84-85 Fingers 3 3 7 4 4 3
86-91 Upper Leg 4 5 10 6 5 9
92-93 Knee 4 5 10 6 5 9
94-96 Shins 4 5 10 6 5 9
97-98 Ankles 3 3 7 4 4 3
99-00 Feet 3 3 7 4 4 3
Average: 7 8 11 5 8 6
Penalty: 1
Encumberance: 30
Leather Hood 4
Adamant Mail Gorget 240
Chain Mail Shirt 84
Leather Pants 2.6
Plate Armor Bracers 15
Total Cost 345.6
Wererat: Giant Rat (Size -2 Quadruped).St 16 Stam 20 Agility 102 Phys. Elu.145 Cn 14 Hits 14 Bleeding 72 Ment. Elu. 53 In 8 Health 4 Insanity 63 Perc. Int. 61 Ws 8 Luck 30 Dx 25 Ego 23 Magic 24 Impact 4 Ag 25 Mind 8 Perception 36 Edge 0 Ch 6 Sanity 3 Poison 53 Point 0 Bt 6 Shock 95 Fire 3 Wp 20 To Hit 31 Asp 5 Stress 55 Magic 5 Lk 10 Missle 40 Msp 7 Surprise 79 Necro 2 --- Bow 40 Bsp 7 Unconc. 53 175 Spell 6 Csp -1 Knockdown 82 Damage 2 Spirit 13 Ssp 1 Determination 20 Lift: 264 Carry: 96 Run: 14 Mana 11
Disadvantages Cost Ability Rank Roll 15 Distinctive looks, 10 Smaller (2 levels) - -- Giant Rat 15 +3 edge/point armor - -- 30 Enemy, anyone but 10 Night vision - -- other rat-types 25 Descriminatory tracking smell - -- 25 Involuntary Transform 17 +5 HP/rnd regeneration - -- unconc. or sleep, to 9 +3 Asp - -- human form. 4 +4 stamina - -- 25 no manipulation -- 15 Homicidal 90+175=265 10 Sadistic 15 Sneaking coward 15 Rep: Diseased scum 15 +2d6 from silver 0 xp Asp Dam Len 100 Base Bite -1 d6+3 1 --- 265
This part of the three form wererat is a very large rat (size of a large dog). It is good at escape and hiding. In this form a wererat will not attack unless it is part of a group with numerical superiority. It has no hands and cannot use weapons.
Wererat: Human Form(Size zero humanoid).St 12 Stam 12 Agility 101 Phys. Elu. 100 Cn 12 Hits 12 Bleeding 54 Ment. Elu. 49 In 14 Health 3 Insanity 61 Perc. Int. 66 Ws 16 Luck 30 Dx 20 Ego 13 Magic 46 Impact 2[6] Ag 20 Mind 14 Perception 50 Edge 0[4] Ch 12 Sanity 4 Poison 42 Point 0[5] Bt 8 Shock 75 Fire 2[3] Wp 15 To Hit 37 Asp 6 Stress 47 Magic 3[7] Lk 10 Missle 25 Msp 4 Surprise 70 Necro 4[7] --- Bow 40 Bsp 10 Unconc. 42 125 Spell 13 Csp 2 Damage 0 Spirit 9 Ssp 2 Determination 12 Lift: 189 Carry: 72 Run: 11 Mana 10
Disadvantages Cost Ability Rank Roll 10 Curse: attracts rats 12 Shortsword, dagger, longbow - -- 10 Ratlike mannerisms knife 25 Involuntary transform 5 Control Lycantropy 2 55 sees a helpless victim 10 +20 to hit - -- 80 25 Inv. Trans, scared 12 +4 ASP - -- shitless (rat) 18 +6 Bsp - -- 20 Lethal identity, 8 +24 Agility save - -- Wererat 10 Expert Bowman (up to two HR) 3 67 15 No memory of actions in up to +5 added damage. Were-form. 10 Regeneration 4 hp/hour - -- 15 Loves to fight 10 Lethal Blow - -- 15 Trusts in the beast 5 +5 stamina - -- form to save him -- 5 Uwilling to accept 115+125=240 resposibility Spd Dam Brk Len 0 xp Dagger -1 d6 9 3 100 Base Longsword -5 2d6+2 21 10 --- Knife -1 d6 -1/1" 240 Rec. Longbow-6/-3 2d6+1 -1/6" (+3 expert)
This writeup is the human form of a wererat. It is a delicate beast compared to the other two forms. It is written as a really good man at arms. When faced with a helpless victim it tends to transform to matrat form. When faced with something that terrifies it is becomes a giant rat and runs away. The control lycanthropy skill can be used to transform into the other two forms but is -30 when inappropriate, e.g. when trying to get to form ``a'' when the trigger for form ``b'' is present.
Edge Point Impact Fire Magic Necro
01-06 Top of Head 1 2 5 4 4 10
07-14 Side of Head 1 2 5 4 4 10
15-20 Face 0 0 2 2 3 4
21-24 Neck 12 10 16 6 15 11
25-30 Collar 6 9 8 4 9 10
31-46 Chest 5 8 6 3 8 4
47-48 Solar Plexus 5 8 6 3 8 4
49-61 Stomach 5 8 6 3 8 4
62-66 Hips 6 9 8 4 9 10
67-68 Crotch 1 2 5 4 4 10
69-73 Upper Arm 5 8 6 3 8 4
74-75 Elbow 5 8 6 3 8 4
76-79 Lower Arm 8 6 8 6 10 4
80-81 Wrist 0 0 2 2 3 4
82-83 Hand 0 0 2 2 3 4
84-85 Fingers 0 0 2 2 3 4
86-91 Upper Leg 1 2 5 4 4 10
92-93 Knee 1 2 5 4 4 10
94-96 Shins 1 2 5 4 4 10
97-98 Ankles 0 0 2 2 3 4
99-00 Feet 0 0 2 2 3 4
Average: 4 5 6 3 7 7
Penalty: 1
Encumberance: 30
Leather Hood 4
Adamant Mail Gorget 240
Chain Mail Shirt 84
Leather Pants 2.6
Plate Armor Bracers 15
Total Cost 345.6
Werewolf, Full: Wolfman(Size zero humanoid).St 20 Stam 27 Agility 92 Phys. Elu. 122 Cn 20 Hits 27 Bleeding 93 Ment. Elu. 54 In 16 Health 5 Insanity 62 Perc. Int. 66 Ws 12 Luck 36 Dx 23 Ego 18 Magic 46 Impact 5 Ag 23 Mind 18 Perception 53 Edge 0 Ch 16 Sanity 4 Poison 74 Point 0 Bt 8 Shock 116 Fire 8 Wp 16 To Hit 69 Asp 6 Stress 46 Magic 4 Lk 12 Missle 34 Msp 6 Surprise 81 Necro 2 --- Bow 34 Bsp 6 Unconc. 73 198 Spell 18 Csp 0 Damage 6 Spirit 13 Ssp 2 Determination 13 Lift 342 Carry 138 Run: 10 Mana 13
Disadvantages Cost Ability Rank Roll 25 Involuntary transform 32 Alternate form, 200 point human - -- 15 Animal mannerisms 28 Regeneration, 10 hits/rnd, not - -- 10 Attracts wolves damage done by silver weapons 25 Ruled by pack leader 10 Tracking smell - -- 20 Afraid of silver 10 Night vision - -- 15 Cruel, sadistic 3 +1 Asp 15 Loves the sight and 40 1/2 edge, point, impact but not - -- taste of blood versus silver 10 Scares dogs 19 +38 to hit - -- 40 Enemy, most humans 10 Lethal blow - -- 25 Enemy, wolves --- 50 xp 152+198=350 100 Base Asp Dam Len --- Bite -1 3d6+3 1 350 Claw -2 4d6+2 5
A very nasty werewolf with rapid regeneration and substantial resistence to everything but silver. It takes a full round for this creature to transform back and forth.
Werewolf, Full: Human Form(Size zero humanoid).Name.St 16 Stam 18 Agility 68 Phys. Elu. 88 Cn 16 Hits 18 Bleeding 73 Ment. Elu. 54 In 16 Health 4 Insanity 62 Perc. Int. 66 Ws 12 Luck 36 Dx 18 Ego 18 Magic 46 Impact 4 Ag 18 Mind 18 Perception 53 Edge 0 Ch 16 Sanity 4 Poison 57 Point 0 Bt 8 Shock 95 Fire 5 Wp 16 To Hit 17 Asp 3 Stress 46 Magic 4 Lk 12 Missle 19 Msp 3 Surprise 71 Necro 2 --- Bow 19 Bsp 3 Unconc. 57 142 Spell 18 Csp 0 Damage 2 Spirit 13 Ssp 2 Determination 13 Lift 258 Carry 102 Run: 7 Mana 13
Disadvantages Cost Ability Rank Roll 25 Involuntary transform 10 Regeneration 4 hit points/hour - -- 15 Animal mannerisms 5 Star sight - -- 20 Lethal identity, were 11 Control lycanthropy 4 68 20 Afraid of silver 9 Three weapons, as appropriate - -- 10 Attracts wolves 10 Lethal blow 1 -- 10 Scares dogs 10 +20 to hit - -- 0 xp 3 +1 Asp - -- 100 Base -- --- 48+142=200 200
This is the human form of the tough werewolf. It requires some finishing, e.g. choice of weapons.
TOP Werewolf, Man-at-Arms: Wolfman(Size zero humanoid).St 23 Stam 36 Agility 77 Phys. Elu.100 Cn 23 Hits 36 Bleeding 113 Ment. Elu. 54 In 9 Health 7 Insanity 67 Perc. Int. 65 Ws 11 Luck 30 Dx 20 Ego 30 Magic 29 Impact 12[16] Ag 20 Mind 9 Perception 40 Edge 5[10] Ch 10 Sanity 3 Poison 93 Point 5[11] Bt 10 Shock 142 Fire 7[9] Wp 20 To Hit 48 Asp 10 Stress 58 Magic 5[10] Lk 10 Missle 25 Msp 4 Surprise 70 Necro 2[5] --- Bow 25 Bsp 4 Unconc. 89 180 Spell 8 Csp 0 Damage 9 Spirit 14 Ssp 2 Determination 20 Lift: 417 Carry:165 Run: 11 Mana 11
Disadvantages Cost Ability Rank Roll 25 Distinctive looks, 25 Discriminatory tracking scent - -- Wolfman 10 Night vision - -- 30 Enemy, anyone but 25 +5 edge, point, impact - -- wolves&weres 50 1/2 damage edge, point impact - -- 25 Involuntary Transform not vs. silver, mithril unconc. or sleep, to 10 +1 weapons to hit human form. 5 hits as +1 weapon - -- 20 Impaired manipulation 17 8 HP/rnd regeneration - -- 15 Homicidal 28 Alternate form, man, invol. - -- 20 Psychotically violent 10 +20 to hit 15 Overconfidence 15 +5 Asp 20 Rep: Evil Killer -- 15 +2d6 from silver 195+180=375 40 xp 150 Base Asp Dam Len --- Bite -1 5d6 3 375 Claw -2 5d6+2 5
The wolfman form is the main and batle ready form of a werewolf. It does not use weapons and will cast them away if holding them in man form before it transforms. This is a very expensive and dangerous werewolf.
Edge Point Impact Fire Magic Necro 01-06 Top of Head 11 12 18 12 14 10 07-14 Side of Head 11 12 18 12 14 10 15-20 Face 5 5 12 7 5 2 21-24 Neck 19 17 28 13 21 11 25-30 Collar 13 17 20 13 17 10 31-46 Chest 10 13 16 8 10 2 47-48 Solar Plexus 10 13 16 8 10 2 49-61 Stomach 10 13 16 8 10 2 62-66 Hips 11 14 18 9 11 6 67-68 Crotch 7 7 15 8 7 6 69-73 Upper Arm 10 13 16 8 10 2 74-75 Elbow 10 13 16 8 10 2 76-79 Lower Arm 11 12 18 12 14 10 80-81 Wrist 5 5 12 7 5 2 82-83 Hand 5 5 12 7 5 2 84-85 Fingers 5 5 12 7 5 2 86-91 Upper Leg 7 7 15 8 7 6 92-93 Knee 7 7 15 8 7 6 94-96 Shins 7 7 15 8 7 6 97-98 Ankles 5 5 12 7 5 2 99-00 Feet 5 5 12 7 5 2 Average: 10 11 16 9 10 5 Penalty: 1 Encumberance: 29Dragon Leather Hood 400 Adamant Mail Gorget 240 Chain Mail Shirt 84 Studded Leather Pants 5.2 Dragon Leather Bracers 60 Total Cost 789.2
Werewolf, Man at Arms: Human Form(Size zero humanoid).St 18 Stam 22 Agility 56 Phys. Elu. 70 Cn 18 Hits 22 Bleeding 82 Ment. Elu. 47 In 12 Health 5 Insanity 56 Perc. Int. 60 Ws 13 Luck 33 Dx 15 Ego 19 Magic 37 Impact 4[8] Ag 15 Mind 12 Perception 43 Edge 0[5] Ch 14 Sanity 3 Poison 64 Point 0[6] Bt 16 Shock 103 Fire 4[6] Wp 15 To Hit 33 Asp 8 Stress 44 Magic 3[8] Lk 11 Missle 30 Msp 2 Surprise 58 Necro 3[6] --- Bow 10 Bsp 2 Unconc. 64 125 Spell 9 Csp 1 Damage 4 Spirit 7 Ssp 1 Determination 12 Lift: 297 Carry:120 Run: 8 Mana 8
Disadvantages Cost Ability Rank Roll 10 Curse: scares dogs, 9 Dagger, knife, shortsword. 1 -- attracts evil canines 10 Regeneration 6/hour - -- 10 Wolfish mannerisms 10 night vision - -- 25 Involuntary transform 10 +20 to hit - -- full moon or enraged 15 +5 Asp - -- 80 20 Lethal identity, 9 +3 Msp - -- Werewolf 6 +6 stam - -- 15 No memory of actions in 6 +2 hits - -- Were-form. -- 15 Homicidal 85+125=210 15 Loves to fight 0 xp Spd Dam Brk Len 100 Base Dagger -1 d6 9 3 --- Longsword -5 2d6+2 21 10 210 Knife -1 d6 -1/1"
This writup is the human form of the werewolf. A competent but unremarkable man-at-arms with a few fairly inobvious advantages.
Edge Point Impact Fire Magic Necro 01-06 Top of Head 6 7 10 9 12 11 07-14 Side of Head 6 7 10 9 12 11 15-20 Face 0 0 4 4 3 3 21-24 Neck 14 12 20 10 19 12 25-30 Collar 8 12 12 10 15 11 31-46 Chest 5 8 8 5 8 3 47-48 Solar Plexus 5 8 8 5 8 3 49-61 Stomach 5 8 8 5 8 3 62-66 Hips 6 9 10 6 9 7 67-68 Crotch 2 2 7 5 5 7 69-73 Upper Arm 5 8 8 5 8 3 74-75 Elbow 5 8 8 5 8 3 76-79 Lower Arm 6 7 10 9 12 11 80-81 Wrist 0 0 4 4 3 3 82-83 Hand 0 0 4 4 3 3 84-85 Fingers 0 0 4 4 3 3 86-91 Upper Leg 2 2 7 5 5 7 92-93 Knee 2 2 7 5 5 7 94-96 Shins 2 2 7 5 5 7 97-98 Ankles 0 0 4 4 3 3 99-00 Feet 0 0 4 4 3 3 Average: 5 6 8 6 8 6 Penalty: 1 Encumberance: 29Dragon Leather Hood 400 Adamant Mail Gorget 240 Chain Mail Shirt 84 Studded Leather Pants 5.2 Dragon Leather Bracers 60 Total Cost 789.2
TOP Werewolf, Peasant:Wolfman(Size zero humanoid).St 18 Stam 22 Agility 77 Phys. Elu. 100 Cn 18 Hits 22 Bleeding 83 Ment. Elu. 45 In 8 Health 5 Insanity 54 Perc. Int. 57 Ws 12 Luck 24 Dx 20 Ego 18 Magic 28 Impact 9[1/2~AU] Ag 20 Mind 8 Perception 36 Edge 5[1/2~AU] Ch 8 Sanity 3 Poison 65 Point 5[1/2~AU] Bt 6 Shock 105 Fire 6 Wp 16 To Hit 43 Asp 8 Stress 46 Magic 4 Lk 8 Missle 25 Msp 4 Surprise 65 Necro 2 --- Bow 25 Bsp 4 Unconc. 65 127 Spell 2 Csp 0 Damage 4 Spirit 5 Ssp 0 Determination 13 Lift 300 Carry 120 Run: 8 Mana 7
Disadvantages Cost Ability Rank Roll 25 Distinctive looks, 25 Discriminatory+tracking scent - -- Wolfman 10 Night vision - -- 30 Enemy, anyone but 25 +5 edge, point, impact - -- wolves&weres 50 1/2 damage edge, point impact - -- 25 Involuntary Transform not vs. silver, mithril unconc. or sleep, to 20 +1 weapons to hit human form. 10 hits as +1 weapon - -- 20 Impaired manipulation 17 8 HP/rnd regeneration - -- 15 Homicidal 28 Alternate form, man, invol. - -- 20 Psychotically violent 10 +20 to hit 15 Overconfidence 12 +4 Asp 20 Rep: Evil Killer -- 15 +2d6 from silver 195+180=375 0 xp 150 Base Asp Dam Len --- Bite -1 3d6+1 3 375 Claw -2 3d6+3 5
The wolfman form is the main and batle ready form of a werewolf. It does not use weapons and will cast them away if holding them in man form before it transforms. This is a fairly weak human transformed by a relatively powerful werespirit.
Werewolf, Peasant:Human Form(Size zero humanoid).St 14 Stam 14 Agility 46 Phys. Elu. 58 Cn 12 Hits 12 Bleeding 49 Ment. Elu. 36 In 8 Health 3 Insanity 36 Perc. Int. 48 Ws 12 Luck 24 Dx 12 Ego 8 Magic 28 Impact 3 Ag 12 Mind 8 Perception 28 Edge 0 Ch 8 Sanity 3 Poison 35 Point 0 Bt 6 Shock 69 Fire 3 Wp 8 To Hit 26 Asp 5 Stress 28 Magic 2 Lk 8 Missle 4 Msp 0 Surprise 41 Necro 2 --- Bow 4 Bsp 0 Unconc. 35 43 Spell -6 Csp 0 Damage 0 Spirit -2 Ssp 1 Determination 7 Lift 186 Carry 78 Run: 4 Mana 1
Disadvantages Cost Ability Rank Roll 5 Curse: of interest to 3 Cugel 1 -- all canines 10 Regeneration 6/hour - -- 10 Wolfish mannerisms 10 night vision - -- 25 Involuntary transform 11 +20 to hit - -- full moon or enraged 12 +4 Asp - -- (80 20 Lethal identity, -- Werewolf 57+43=100 15 No memory of actions in Were-form. 15 Homicidal 15 Afraid of were-form 0 xp Spd Dam Brk Len 50 Base Cugel -5 2d6 20 6 (impact) --- 160
The human form of this werewolf is a peasant. Typically he is an outcast or otherwise in trouble. Not the ability to get dogs and wolves to work with him.