Characteristics (Repel Animals spell) - +30 PRE, only vs. non-intelligent animals (-1/2), only to frighten targets away (-1), incantations (-1/4), costs END to activate (-1/4) - Cost 30/10 (*)
Elemental Control - Werebear powers - 20 point reserve - Cost 20
A. Armor (Limited Invulnerability) - 20 resistant ED, hardened (+1/2), not vs. magic, psionics or supernatural creatures (-3/4) - Cost 45/14
B. Armor (Limited Invulnerability) - 20 resistant PD, hardened (+1/2), not vs. silver, magic, psionics or supernatural creatures (-3/4) - Cost 45/14
C. Growth - 4 levels, reduced endurance - 0 END persistent (+1), linked to shape shift (-1/2) - Cost 40/13
D. Shape Shift - sight and touch groups, 3 shapes, reduced endurance - 0 END persistent (+1), extra time - 1 turn (-1) - Cost 40/10
E. Summon (Summon and Control Canines) - 50 point canine, x4 creatures, expanded class - any canine (+1/4), amicable (+3/4), arrives under own power (-1/2), incantations (-1/4), summoned being must inhabit locale (-1/2) - Cost 40/9 (*)
Shape Shift (Metamorphsis: Human and Metamorphsis: Animal spells) - sight and touch, any mammel, bird or reptile shape, costs END only to activate (+1/4), does not effect any equipment or clothes (-1/4), extra time - 1 turn (-1), incantations (-1/4) - 31/12 (*)
Shrinking (Metamorphsis: Animal spell) - 2 levels, costs END only to activate (+1/4), does not effect any equipment or clothes (-1/4), linked to shape shift (-1/2), extra time - 1 turn (-1) - Cost 31/11 (*)
Swimming - +1 inch - Cost 1
Universal Translator (Tongues spell) - INT+5 or less, spoken language only (-1/2), costs END to activate (-1/4), incantations (-1/4) - Cost 25/12 (*)
Psionic Abilities: Mind Block (8), See The Invisible (17), Sixth Sense (16) - Cost 41
Combat Skill Levels - +3 OCV - Cost 24
Navigation: Land - Cost 2
Language: Gobblely (native) - Cost 0
Language: one of choice - Cost 3
Lightning Reflexes - +1 - Cost 1
Stealth - Cost 3
Tracking - Cost 3
Disadvantage
Distinctive Features - adept, small group, noticed - Cost -5
Hunted - by racial enemies, as powerful, 8 or less - Cost -10
Reputation - magical creature, 11 or less - Cost -10
Vulnerability - to silver weapons, double BODY damage, common - Cost -20
Conversion Notes: The Characteristics, Powers and Skills here represent the minimum found in a werebear in the Rifts role playing game. This write-up uses Champions 5th edition rules. I decided to roll the Metamorphsis: Animal and Metamorphsis: Human spells into a single spell. In order to simulate some of the possible animal forms from Metamorphsis: Animal I had to include some Shrinking and Flight. Psionic abilities should draw END from the I.S.P. Endurance Reserve, while spells should draw END from the P.P.E. Endurance Reserve.
The werebears are a race of magical shape shifters. They can take on three forms, one human, one of a large bear, and a giant humanoid with bear-like features, which is considered their natural form. In any form werebears can speak, are excellent climbers and can see in almost total darkness.
These magical creatures are renoun for their near invulnerability to convential injury, only silver, magic, psionic abilities and attacks from other supernatural creatures can hurt them, and damage from those attacks heal very quickly. They are particularly vulnerable to silver weapons.
Werebears also have limited psionic and magical abilities which allow them to understand and speak languages, blend with their environment, shape shift into other people and animals, frighten away animals, see the invisible, predict danger, and protect their minds from attack. They can summon and control all kinds of canines.
The natural enemies of werebears include vampires, ghouls and spider-demons.
Werebears cannot choose an occupation or learn any magic besides that normal for their race.
To learn more about the werebear, I suggest purchasing and reading the Rifts Conversion Book by Kevin Siembieda.
Champions rules conversion by Mathew R. Ignash - mathewignash@comcast.net.
Last Updated - July, 2004