Characteristics - +6 PRE, only to protect against PRE attacks (-1) - Cost 6/3
Elemental Control - Werewolf 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 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 - 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 (*)
Repel Animals: Characteristics - +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 (*)
Tongues: Universal Translator - 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 - +2 OCV - Cost 16
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 (vampires, spider-demons, anti-monster forces), as powerful, 8 or less - Cost -10
Psych Limitation - enjoys the taste of human blood, common, moderate - 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 werewolf from Rifts role playing game. This write-up uses Champions 5th edition rules. All powers which have the "only in hero ID" limitation work in wolf or wolf-man forms only. 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 werewolfs are a race of magical shape shifters. They can take on three forms, one human, one of a wolf, and a humanoid with wolf-like features, which is considered their natural form. In any form werewolfs can speak 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.
Werewolfs also have limited psionic and magical abilities which allow them to understand and speak languages, shape shift into other people and animals, repel animals, see the invisible, predict danger, and protect their minds from attack.
The natural enemies of werewolfs include vampires, ghouls and spider-demons.
Werewolfs cannot choose an occupation or learn any magic besides that normal for their race.
To learn more about the werewolf, I suggest purchasing and reading the Rifts Conversion Book by Kevin Siembieda.
Picture by Clyde Caldwell.
Champions rules conversion by Mathew R. Ignash - mathewignash@comcast.net.
Last Updated - February, 2004