Characteristics - +4 PRE, only to protect against PRE attacks (-1) - Cost 4/2
Elemental Control - Werepanther 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. Shape Shift - sight and touch groups, 3 shapes, reduced endurance - 0 END persistent (+1), extra time - 1 turn (-1) - Cost 40/10
D. Summon (Summon and Control Felines spell) - 50 point feline, x4 creatures, expanded class - any feline (+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 - 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 - 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
Psionic Abilities: Mind Block (8), Presence Sense (19), See The Invisible (17), Sixth Sense (16) - Cost 60
Acrobatics - Cost 2
Climbing - Cost 3
Combat Skill Levels - +2 OCV - Cost 16
Navigation: Land - Cost 2
Language: one of choice (native) - Cost 0
Language: one of choice - Cost 3
Lightning Reflexes - +3 - Cost 4
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 werepanther from 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. The Characteristics cost for the SPD takes into account the bonus from the DEX. 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 werepanthers are a race of magical shape shifters. They can take on three forms, one human, one of a panther, and a humanoid with panther-like features, which is considered their natural form. In any form werepanthers 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.
Werepanthers 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, see the invisible, predict danger, and protect their minds from attack.
The natural enemies of werepanthers include vampires, ghouls and spider-demons.
Werepanthers cannot choose an occupation or learn any magic besides that normal for their race.
To learn more about the werepanther, I suggest purchasing and reading the Rifts Conversion Book by Kevin Siembieda.
Champions rules conversion by Mathew R. Ignash - mathewignash@comcast.net.
Last Updated - February, 2004