Within this campaign there are only four different types of were-beasts to choose from; Werewolf, Wereraccoon, Werevixen (Fox) and Werebat. Each have different weaknesses and abilities that must be adhered, even though their personalities my vary. There are only a handful of differences between a 'Cursed Were-creature' (created) and a true blooded one (born it), besides what was listed in the rules section the other differences are;
- Only Created were-creatures can create other ones by attacks. (For each point of -direct- damage suffered there is a cumulative chance the person being attacked will catch the 'curse' or 'disease').
- Created were-creatures do not start out with the ability to control their shapeshifting abilities, this must be bought with nwp's or wp's. During appropriate situations the GM can call for the PC to make wisdom checks, if failed they change into the secondary form. The PC is allowed another wis check every IC hour, if failed three times in a row (counting the first) they must remain in that form until day break.
- Created were-creatures do not start out with any abilities, unless weaknesses are taking (which will be described below) and can only gain other powers once they reach sufficient level to use nwp's or wp's towards them.
- Those were-creatures that were born gain the abilities of Secondary/Tertiary transformation and Damage healing for free.
- Both types of werebeasts (Cursed/Born) must make a wisdom check at -4 if they suffer a depletion of half their current hit points in one blow. If the check fails, they change into their secondary aspect and fall into a rage, gaining +2 to both attack and damage. This rage lasts until they successfully pass a wisdom check (which will be granted every round), or they get taking below 0 hit points. In a rage, the werebeast lashes out at both friend or foe, trying to consume raw meat (However, they would attack foes first, but if they were defeated before the werebeast came out of the rage, they would attack their companions as well).
Phenotypes:
Werewolf |
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Werewolf (Secondary and Tertiary)
AC: 4 or 6
MV: 15 or 18
#AT: 3 (claw/claw/bite) or 1 (bite)
DAM/ATT: 1d4 / 1d4 / 2d4 or 2d4
Size: M (6'-7' tall) or M (4'-7' long)
DR: 50
STR: 20
DEX: 18
WV: Silver
CV: Wolfsbane
MB: Eyebrows which meet; Index finger as long as middle finger; Hairy
palms, overly sharp canine teeth.
Wereraccoon (Secondary and Tertiary)
AC: 7 or 9
MV: 12 or 5
#AT: 1 (bite) or 1 (bite)
DAM/ATT: 1d4+2 or 1d2
Size: M (6'-7' tall) or T (1½'-2' long)
DR: 2
STR: 18
DEX: 18
WV: Slate
CV: Honeysuckle
MB: Teeth show, even when mouth is closed; Mangy, dirty appearance;
Dark circles around eyes.
Werevixen (Secondary and Tertiary)
AC: 5 or 6
MV: 12 or 15
#AT: 3 (claw/claw/bite) or 1 (bite)
DAM/ATT: 1d4 / 1d4 / 2d4 or 1d4
Size: M (5-6' tall) or T (2 - 3' long)
DR: 5
STR: 16
DEX: 18
WV: maple wood.
CV: Poison ivy
MB: must be female, very vain, small stature, delicate looking, Redish
hair, overly sharp nails and teeth.
Notes: Werevixens cannot be born, they can only be created.
Werebat (Secondary or tertiary)
AC: 6
MV: 3, Fl 18 (E)
#AT: 3 (claw/claw/bite)
DAM/ATT: 1d4 / 1d4 / 1d4+1
Size: M (20' wingspan) or T (3' wingspan)
DR: 25
STR: 16
DEX: 18
WV: Pine Wood
CV: Hemlock
MB: Oddly spaced or shaped ears; small eyes; squints; small nose.
Both 'cursed' and born were-creatures get certain abilities which can be bought using NWP's or WP's (nwp's gained by int do not apply), they can also take additional weaknesses for additional nwp slots to use towards powers. Additional weaknesses could be a chemical bane or a material one, however, they must be approved before hand and no matter how many you take, you can only aquire 2 additional abilities slots that way. The powers and how many slots it takes to get it are listed below.
Ability |
# of Slots |
Check Modifier |
1 |
-- |
|
1 |
-- |
|
2 |
Charisma |
|
2 |
Dexterity -2 |
|
1 |
-- |
|
2* |
-- |
|
2 |
Dexterity -2 |
|
1 |
-- |
|
* |
-- |
|
1 |
-- |
|
2 |
-- |
|
4 |
-- |
|
1 |
-- |
|
2 |
-- |
|
2 |
-- |
|
1 |
-- |
|
2* |
-- |
|
1 |
-- |
|
1 |
-- |
|
2 |
Dexterity -2 |
|
1 |
-- |
This proficiency enables a lycanthrope to initiate a powerful attack by using his momentum. The PC must have at least 40' of space to start the charge properly. While charging, he suffers a penalty of -2 to his initiative roll and -1 to his Armor Class. However, he receives a +2 bonus to his attack rolls and +1 to his damage rolls on his attacks that round. This proficiency only functions in secondary or tertiary aspect.
This proficiency gives the lycanthrope a -2 bonus to her initiative rolls. This only functions in secondary or tertiary aspect.
The primal fear that beasts inspire in man is a powerful thing indeed. The lycanthrope with this proficiency can paralyze a victim with his or her very gaze. The PC must simply look into a victim's eyes and making a successful proficiency check. The victim is entitled to a saving throw vs. spell (modified by his or her magical defense adjustment). If this saving throw fails, the victim is paralyzed, frozen where they stand and unable to tear their gaze away from the PC's eyes. The lycanthrope but is unable to take any actions other than movement and speaking while maintaining the gaze. He may relinquish control of the victim simply by averting his gaze. If the lycanthrope attacks the victim or the gaze is somehow interrupted, the effect is instantly broken. The PC must be in secondary or tertiary aspect to utilize this proficiency.
Only lycanthropes with a bite attack may take this proficiency. On a successful natural attack roll of 19 or 20, the PC has successfully locked her jaws around the victim. On each subsequent round, the victim automatically takes bite damage. Furthermore, the cumbersome weight of the werebeast reduces the victim's movement rate by 6. The PC may release the victim at any time. The PC must be in secondary or tertiary aspect to utilize this proficiency.
This proficiency is identical to the thief skill of the same name, save that the character must make a proficiency check to determine success or failure. Modifiers can be added or decreased depending on the situation.
This proficiency is identical to the thief skill of the same name, save that the character must make a proficiency check to determine success or failure. Modifiers can be added or decreased depending on the situation.
This proficiency grants the lycanthrope the ability to see in the dark up to a distance of 60'. It is different from infravision, in that it is not magical in nature, and does not function in complete darkness (such as deep beneath the earth). There must be some ambient light, as this proficiency relies on light amplification (even a moonless, starlit night is sufficient). Fortunately, the lycanthrope's vision quickly compensates to varying stimuli, and is not blinded by sudden bright light sources or the like. The PC must be in secondary or tertiary aspect to utilize this proficiency.
Pass w/out Trace (Variable)
For one slot, the lycanthrope with this proficiency may move across any terrain without leaving a trace of his or her passing, as the priest spell of the same name. For two slots, the lycanthope may also ignore the overland movement penalty for one terrain type appropriate for his phenotype (e.g. forest or tundra for werewolves). This proficiency only functions in secondary or tertiary aspect.
Once per day, the lycanthrope can emit a howl, roar, or shriek (whatever is appropriate to the phenotype) with the effects of the 4th-level wizard spell shout. In a combat situation, this counts as the creature's action for the round. In order to use this power, the PC must be in secondary or tertiary aspect.
Only lycanthropes with a bite attack may take this proficiency. On a successful attack roll of 20, the lycanthrope severs a limb (1d4: 1 - Right Arm; 2 - Left Arm; 3 - Right Leg; 4 - Left Leg). This proficiency only functions in secondary or tertiary aspect.
This proficiency may only be taken by a lycanthrope PC who already possesses the Damage Immunity proficiency. A werecreature who also has Thick Skin only takes damage from magical weapons equal to the magical bonus of the weapon. For instance, a sword +1 would only do 1 point of damage to such a PC. Furthermore, Strength-based damage bonuses do not apply.
Whenever the lycanthrope changes from one form to another all damage recieved while in that form is reduced by 10-60%(1d6x10) So if a lycanthrope in human form recieves ten damage they would regain 1-6 HP, depending on how they roll.
A PC taking this power can only be hit by +1 or better magical weapons, or supernatural creatures(other werebeasts, vampires, demons, etc) of 4+3 or more HD.
A werebeast may summon up to 1d6 animals of the same phenotype as him or herself (a werewolf would summon wolves) the number of beasts appearing, if any, depends on how many are within a five mile radius of the PC.
All those hearing the lycanthropes howl, which can be performed with this special power once a day, must make a saving throw vs. paralyzation or flee in terror.
For every 2 slots spent in this ability the werebeast gains 5% Magic Immunity (IE: 6 total slots spent would grant the werebeast 15% total immunity towards magic).
For every 2 slots spent on this power the werebeast can regenerate 1 hp per round. This ability can be taking more then once to a maximum of 3 hp/per round (IE: 6 slots spent in this power). Please note that aggrivated damage CANNOT be regenerated (Any weapon or chemical alergen).
This ability is the same as the nwp of the same name except this can be used cummulatively with that nwp as long as the proper checks are taking for the round they are used.
The werebeast has acute senses in any form, granting them the ability to see, hear and smell at double potency.
The werebeast has mastered the ability to transform into its second aspect. Because of this, they do not have to make random wisdom checks to see if they change. The PC is able to change to this form and back to human form at will. The PC needs to spend nwp's for this ability -before- they can take Tertairy Transformation.
The character has now mastered the art of transformation
completely. They can change between their three forms at will and do not
have to make any random wisdom checks (Unless the extreme situations).