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Werwolf RCC:
A FEMALE WEREWOLF.
"...four cubits in height, and his face was like unto the face of a great dog, and his eyes were like unto lamps of fire which burnt brightly, and his teeth were like unto the tusks of a wild boar, or the teeth of a lion, and the nails of his hands were like unto curved reaping hooks, and the nails of his toes were like unto the claws of a lion, and the hair of his head came down over his arms like unto the mane of a lion, and his whole appearance was awful and terrifying."
-The Contendings of the Apostles.
Werewolves are supernatural predators able to change their form in order to blend into human society. Their true form is that of a half-man, half-wolf. Their most deadly ability however is their power to change into a completely human form. This allows them to hunt among the masses, usually undetected. In addition they can change into a giant wolf, larger than the normal specimen. Unlike most myths, werewolves can change their shape at will and are not limited by the phases of the moon. However they are strongest during a full moon.
The Werewolf is native to Norinda.
Despite their nature, Werewolves are highly intelligent; So intelligent, in fact, that they realized over a generation ago that the best path forward was to go public and pretend to be good members of the intergalactic community. However, they remain dedicated hunters and predators, often hunting in big cities, preying on mid-range level targets; No prostitutes and homeless people, they hunt professionals, mostly violent criminals, since the police are rarely able to piece together a criminal's full history and they tend to fight back- And that's what the Werewolves want. (They avoid police and firefighters, because that brings the wrath of the state, but experienced Werewolves might risk it. They avoid paramedics like the plague, and don't waste time on "shit" prey like security guards- "even less than homeless and junkies.")
Legal Status
Werewolves publicly are good citizens; Occasional "deviations" occur, but the Werewolf community itself disavows them, "every species has its psychopaths." Unless and until evidence of a danger presents, the UGC will continue to treat them like everyone else.
Attributes:
IQ:
3D6
MA:
2D6
ME:
3D6
PS:
4D6+3
PP:
4D6
PE:
4D6+6
PB:
3D6
SPD:
4D6 in human form or 50 as a wolf/wolf-man. Supernatural physical strength.
Hit Points:
1D4 times 10+25 (see natural armor rating).
Natural Armor Rating:
The Werewolf is invulnerable to all mundane weapons, except for those that have 50% silver content. In other words, whether it be a .38 special firing exploding rounds, or a heavy plasma ejector, it won't hurt them. This includes all known poisons and drugs. However, use a weapon made of silver and the Werewolf is in trouble. Due to their relationship with the moon, ordinary silver hurts them, inflicting double damage to hit points. Magic and psionics will affect them, doing normal damage. Attacks from supernatural creatures, such as Nightbane or Vampires, do normal damage to hit points. Wolfbane will keep them at bay.
SDC:
3D6
PPE:
2D6 times 10+20 due to their mystical nature
ISP:
3D6
Horror Factor:
13 in the true form, a wolf-man, or 12 as a giant wolf.
Bonuses:
+5 to save vs. horror factor in addition to attribute bonuses.
Damage:
As per supernatural strength table, with the following modifiers.
Human Form: None
Wolf Form: +3 to damage, bite does 3D6 SDC
Beast Form: +6 to damage, bite does 4D6 SDC.
Alignment:
Any, but usually Anarchist or miscreant.
Combat:
Use Hand to Hand: Assassin with the following modifiers.
Human Form: No modifiers.
Wolf Form: No kick attacks, Add one attack per melee, cannot use weapons.
Beast Form: Can use weapons, but at -3 to strike with modern weapons, and -1 to strike and parry using ancient weapons. Add two attacks per melee.
Psionics:
None.
Abilities:
Speak while in animal form and beast form, prowl 75%, swim 60%, track by smell 70%, track by blood 90%, nightvision 500 feet, bio-regenerate at a rate of 1D4x5 per hour. Limited invulnerability, see natural armor rating.
Skills:
None.
Powers:
Shape-changing powers: The Werewolf can change from beast form to human form or to wolf form at will. The change takes approximately 15 seconds (1 melee) or can be done in only one action if a mental endurance save is made (12 or higher on a D20, can add ME bonuses). +1 to save at levels 1, 4, 8, 12, 15.
Moon Powers: The powers of werewolves usually do not change with the waning and waxing of the moon, except for full moons. During the full moon the creature gains 1D4 times 10 hit points, and is +10 to PS, +4 to PP, and +15 to speed. In addition, they regenerate at a rate of 1D10 HP per melee round.
Height:
5 feet plus 3D6 inches.
Weight:
120 to 155 lbs.
Homeworld:
Norinda
OCCs:
Any that don't require psionics or magic. Tend towards gang-related occupations, hunters, men of arms, and related OCC's.
Enemies:
Hunters of the supernatural, rival packs, the Nightlords and their minions, etc.
Allies:
Pack members, other supernatural creatures
Size:
Standard human in human form, 6'6" to 8' in beast form, 4-5 feet at the shoulder in wolf form.
A Female Werewolf. (Portrait cpyrt 2015, Calvin BEXFIELD.)
Available For PC:
Yes (not recommended).
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