Player Name: Alyssa
Google Handle: Jumpshiplys
Catie
Rank: Novice Experience: 0 Advances Left: 0
Race: Lycanthrope
Human Form
Attributes: Agility d6 (1), Smarts d6 (1), Spirit d6 (1), Strength d8 (1), Vigor d6 (1)
Charisma: 0, -4 for Bloodthirsty; Pace: 6; Parry: 5; Toughness: 6(1) or 7(2) against ballistics; Size: 0
Skills:
- Fighting d6 (2)
- Stealth d6 (2)
- Driving d4 (1)
- Notice d6 +2 (0)
- Tracking d6 +2 (0)
- Survival d6 (0)
- Faith d6 (2)
- Streetwise d4 (1)
- Intimidation d6 (2)
- Climb d8 (3)
Cougar Form
Attributes: Agility d10 (1), Smarts d6 (0), Spirit d10 (0), Strength d12 (0), Vigor d8 (0)
Charisma: -4 bloodthirsty; Pace: 8; Parry:7; Toughness: 8; Size: 2
Skills:
- Fighting d10 (1) (claws or bite do Strength + d6 damage)
- Stealth d8 (1) (human form +1)
- Notice d8+2 (0)
- Tracking d6+2 (0)
- Survival d6 (0)
- Intimidation d6 (0)
- Climb d8 (0)
Hybrid Form
Attributes: Agility d10 (1), Smarts d6 (0), Spirit d10 (0), Strength d12 (0), Vigor d8 (0)
Charisma: -4 bloodthirsty; Pace: 8; Parry: 7; Toughness: 10(2) or 12(4) against ballistics; Size: 1
Skills:
- Fighting d10 (bite or claws do Strength + 1d6 damage)
- Stealth d8
- Driving d4 (if possible)
- Notice d8+2
- Tracking d6+2
- Survival d6
- Faith d6
- Streetwise d4 (if possible)
- Intimidation d6
- Climb d8
Hindrances
- Bloodthirsty (Major): Letting her foes live could come back to bite her. Better to not risk it. She suffers -4 charisma if her bloodthirsty habits are known.
- Vengeful (Minor): It’s really best to stay on her good side.
- Quirk (Minor): Pessimist (she’d say realist). Catie does not often see the silver lining in the dark cloud, preferring to prepare for the worst rather than hope for the best.
Edges/Abilities
- Two-Fisted (All Forms): No MAP for attacks with her off hand.
- Invulnerability (All Forms): Only silver, rune/artifacts weapons, cursed weapons, and the tooth and claws of other lycanthropes can wound a lycanthrope. All other attacks can only Shake her, at best. See racial traits, below.
- Improved Frenzy (Cougar or Hybrid): In cougar or hybrid form she may make an additional melee attack each round with no MAP.
- Pounce (Cougar or Hybrid): Lions often pounce on their prey to best bring their mass and claws to bear. She can leap 1d6” to gain +4 to attack and damage. Her Parry is reduced by –2 until her next action when performing the maneuver however.
- Low Light Vision (Cougar or Hybrid): Cougars ignore penalties for Dim and Dark lighting.
- Arcane Background (Miracles) (All Forms): Starts with Shape Change and Beast Friend, activated by Spirit.
Racial Features
- Acute Senses: Lycanthropes begin with d6 Notice, and receive +2 to Notice and Tracking rolls.
- Advancement: When a Lycanthrope advances it may apply the advance to either the human form or the animal form.
- Animal Heritage: Even while in human form, lycanthropes possess some of their animal forms’ nature. While in their human form, a lycanthrope gains +1 die-type to the attribute that matches the highest attribute of the animal form. For example, a werebear in human form would gain a die type to Strength because Strength is the bear form’s highest attribute. In addition, the lycanthrope’s human form begins with a d6 in any two skills chosen from Survival, Tracking, or any skill of at least a d6 listed for their animal form.
- Innate Arcane Power: All Lycanthropes begin with Arcane Background (Miracles) and the powers of Beast Friend and Shape Change, both of which are limited to their wereform’s nature. Shape Change can be used at will (with no roll) taking 1 full turn to change, while Beast Friend is cast with either a Faith or Spirit roll subject to the normal modifiers for the size of the creature(s) influenced (per the Beast Friend power). In addition, Beast Friend can only be used to affect animals of a similar type to the lycanthrope’s beast form (a wolf, for example, could affect canines, but not birds). As with any Arcane Background (Miracles) user, a Lycanthrope may choose to learn the Faith skill and learn new miracles by selecting the New Power Edge using Hindrance points at character creation or with future Advances. Any powers learned via the New Power Edge are activated by the Faith skill (instead of Spirit) and must have appropriate nature or animal trappings (subject to GM approval).
- Invulnerability: Lycanthropes can only be shaken by most attacks and weapons. Only silver, rune/artifacts weapons, cursed weapons, and the tooth and claws of other lycanthropes can wound a lycanthrope.
- Shape change: Lycanthropes can shape change at will into a single animal form (see above). Changing forms always takes the lycanthrope a full turn. This is a natural ability for the creature and it retains any edges, skills or abilities its human form has that are compatible with its animal form.
- Monstrous Transformations: All lycanthropes have the ability to assume a hybrid form combining the traits of the animal and human form together. This transformation takes 1 full turn. While in hybrid form, they have the following traits:
- Fear: Lycanthropes chill the blood of all who see them. Anyone encountering a lycanthrope must make a Spirit roll to resist Fear.
- Natural Weapons: Regardless of form all lycanthropes have a minimum off Str+d4 in bite and or claws.
- No fine manipulation: The lycanthropes paws/hands lack human dexterity and manipulation and cannot use most humans weapons (including thrown weapons and firearms) accurately. They suffer a -2 (or more, depending on the task) penalty when attempting tasks requiring manual dexterity. Some tasks the GM may simply forbid depending on the nature of the form.
- Size: The Hybrid forms size is the average of the two forms rounded up.
- Supernatural Nature: In their hybrid form the Lycanthrope gains all the physical traits and abilities of the animal form or the human form, whichever is higher, while retaining their human mind and ability to speak.