|
|
|
#1 | |
|
Join Date: Feb 2005
Location: Brescia, Italy
|
[Author's Note: I made this critter for a GM needing a template to present his players with, but its low point cost and combat effectiveness make it suitable to a DF game, I think. ;-)]
Werewolves are beings that add human cunning, bestial ferocity and unnatural strength. A werewolf can look like an ordinary human being (in fact, most of them are of average appearance and without distinctive features: a possible natural self-defense, since known werewolves tend to be killed on sight) or a wolf-human hybrid monstrousity, a humanoid seven to nine feet tall, with fur and skin as though as steel and metal-tearing jaws. While in this form, the werewolf retains only a spark of its human intelligence... but it's still smarter than a beast, one thing werewolf hunters often do not grasp. He stands on human-like legs, but his "hands" are little more than clawed pawns and cannot manipulate objects or use tools; his face changes into a wolf-like muzzle, with a mouth full of teeths and burning eyes. Werewolves need three seconds to change between one form and the other; withstanding the process is an horrifying experience, as the "new" for literally bursts through the "old" one, as if it was hidden just below the surface. They can change form whenever they like; they are no more connected to the full moon than ordinary wolves are. Not every werewolf is an evil being... but many's morality is at least questionable. Some of them actually like the taste of human flesh, while others prefer to prey on animals, but all enjoy the pleasure of the hunt and the ecstasy of killing and devouring. For most of them, their human looks are simply a disguise that allows them to think better; they consider the hybrid form their natural form. A werewolf has the human template, plus an Alternate Form (Man-Wolf Form; Reduced Time 3, +60%) [33]. The following template replaces the human template while in hybrid form: Man-Wolf [10] Attribute Modifiers: ST +9 (No Fine Manipulators, -40%; Size, -10%) [45]; DX +1 (No Fine Manipulators, -40%) [12]; HT +2 [20]; IQ -5 [-100]. Secondary Characteristics Modifiers: SM +1; Per +7 [35]; Will +5 [25]. Advantages: DR 4 (Can't Wear Armor, -40%) [12]; Discriminatory Smell [15]; Fangs [2]; Sharp Claws [3]; Speak With Animals (Canids Only, -60%) [10]; Striking ST 6 (Biting Only, -60%) [12]. Disadvantages: Bloodlust [-10]; Cannot Speak [-15]; No Fine Manipulators [-30]; Social Stigma (Monster) [-15]; Vulnerability (Silver) x2 [-10]. Perks: Fur [1]. Quirks: Dislikes fires; Likes raw meat [-2]. It is rumored of a werewolf group called "The Hunters", whose members have an amazing control over their transformed bodies and minds. Such werewolves' hybrid forms have a lower IQ penalty (the masters among them could have no penalty at all) and functional hands instead of paws: their claws are Blunt rather than Sharp, but they do not have No Fine Manipulators and favor the use of man-forged weapons (notably swords) over claws and bites.
__________________
Quote:
|
|
|
|
|
|
|
#2 | |
|
Join Date: Feb 2005
Location: Brescia, Italy
|
The following werewolf has all attributes at 10 in human form. He may disguise as a peasant or city dweller.
ST 19 HP 19 Speed 5.75 DX 11 Will 10 Move: 5 IQ 5 Per 12 HT 12 FP 12 SM: +1. Dodge: 8. Parry: 10. DR: 4. Bite (14): 2d+3 imp. Claw (14): 2d-1 cut. Traits: Bloodlust; Cannot Speak; DR 4 (Can't Wear Armor); Discriminatory Smell; Fangs; No Fine Manipulators; Sharp Claws; Speak With Animals (Canids Only); Striking ST 6 (Biting Only); Vulnerability to Silver (x2). Skills: Brawling 14; Tracking 16 (+4 for Discriminatory Smell). Class: Were-creature. Notes: Takes double damage from silver weapons. Can talk with dogs, wolves and other canids. His acute sense of smell allows him to track with scent and recognize individuals by their odor.
__________________
Quote:
Last edited by KlausPrinceOfTheUndeads; 03-02-2008 at 06:03 PM. |
|
|
|
|
|
|
#4 | ||
|
Join Date: Feb 2005
Location: Brescia, Italy
|
Quote:
__________________
Quote:
|
||
|
|
|
|
|
#5 |
|
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
|
The werewolf == regeneration concept isn't really tied to old school myths, so there's no reason you can't leave it off, especially if you're making this a reasonably priced PC race.
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
|
|
|
|
|
#6 | |
|
Join Date: Sep 2007
|
Quote:
|
|
|
|
|
|
|
#7 | |
|
Join Date: Aug 2004
|
Quote:
|
|
|
|
|
|
|
#8 | ||
|
Join Date: Sep 2004
Location: Canada
|
Quote:
That might better be described as resurrection. It doesn't prevent them from getting dead, they just get better again afterward. Of course, in GURPS that's probably Slow or Regular regeneration and Unkillable 1. The French-Canadian version of this, by the way, is that dead werewolves come back as Vampires, not like vampires. They might even come back as werewolf-vampires, which are worse than regular werewolves and regular vampires put together! Quote:
__________________
All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
||
|
|
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|