Hero Abilities Package - Lycanthrope, Werejaguar


Werejaguar Racial Package (Cost 363-55=308)

Conversion Notes: The Characteristics, Powers and Skills here represent the minimum found in a werejaguar from the 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.

Werejaguar The werejaguars are a race of magical shape shifters. They can take on three forms, one human, one of a jaguar, and a humanoid with jaguar-like features, which is considered their natural form. In any form werejaguars 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.

Werejaguars 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, heal wounds, visit the astral plane, see the invisible, predict danger, and protect their minds from attack.

The natural enemies of werejaguars include vampires, ghouls and spider-demons.

Werejaguars cannot choose an occupation or learn any magic besides that normal for their race.

To learn more about the werejaguar, I suggest purchasing and reading the Rifts Conversion Book by Kevin Siembieda.

Champions rules conversion by Mathew R. Ignash - mathewignash@comcast.net.
Last Updated - July, 2004

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