Wednesday, February 15, 2017

Werewolves

Werewolf

Standing there with bright yellow eyes and growling, the woman quickly turns towards the two men circling around her. The sight of the yellow-eyed woman is unsettling, her clothes are tattered, her hands and feet end in long claws, and her teeth come to sharp points. 


In many cultures, werewolves are thought to be evil spirits that live within wicked men. But the old tales, seldom told, are still recounted in Gealdor. They say that wolves are the ancestors of man, and werewolves are simply a latent seed of the past, awakened in the presence of other werewolves.

Werewolves change in different ways. They always remain human-like, but their teeth usually become elongated and come to points, and their hands and feet end in sharp claws. They have lupine eyes (no whites to their eyes), and they have excessive amounts of hair. When a person becomes affected by lycanthropy, they slowly lose their mind to the wild thoughts of wolves, increasingly becoming wolf-like not just in body, but mind, until they are truly a wolf in every way, except that their body remains a cross between the two.

It is said that possessing any part of a werewolf’s body, be it tooth, claw, or hand, will cause the bearer to fly into a rage in tense situations (like a combat encounter) and attack at random (the nearest target). While raging the bearer has +2 bonus to attacks and 1 Temporary Life per level, but -2 Armor Class. The rage lasts 1d6 rounds, after which the bearer regains control and loses the benefits and penalties of being in a rage.  

Creating a Werewolf:  

Werewolves are magical beasts that possess the following traits in addition to a chosen character’s normal statistics.  


Size and Type: Werewolves become larger, but not enough to increase a size category. The werewolf’s type changes from human to magical creature, but her Acumen bonus, resistance checks, and level remains the same. The werewolf ‘s Intellect score gradually decreases to 3, but her Intuition and Strength scores increase by 3. She also gains low-light vision and scent.
Speed: The werewolf’s movement speed doubles.
Armor Class: The creature gains a natural armor bonus equal to her level.
Attack: The werewolf gains claw attacks equal to 1d3+Strength. Her natural weapons count as magical for purpose of overcoming damage reduction.
Special Attacks: Werewolves gain the following supernatural attacks:
Lycanthropy (M): When humans come into contact with a werewolf they are subject to the effect, lycanthropy. Some call it a disease, but in fact, the mere presence of a werewolf can awaken something dormant inside people. When a werewolf comes within 50 ft. of any human creature, roll a percentage die. There is a 1 in 100 chance that a human creature becomes affected by lycanthropy. An affected creature slowly becomes wolf-like over the course of 2d20 days. While the transformation is still in effect, the character may seek out methods of preventing her loss of sanity. It is at least possible to halt lycanthropy but one must seek out help. At the end of the duration, the affected creature becomes a werewolf. Once the transformation is complete, the affected target cannot return to her original form or state of mind.
Summon Wolves (M): The werewolf gains a mental connection with wolves near her. If there are any wolves within 10 miles of the werewolf, she can summon them. If any wolves are present, they immediately come to the werewolf’s aid.
Special Qualities: A werewolf gains the following qualities:
—Low-light vision
—Scent
—Damage reduction 5/magic: The werewolf gains damage reduction 5/magic.
—Fast healing: The werewolf heals 1 point of damage each round so long as she is not dead.