Hero Abilities Package - Lycanthrope, Werewolf (AD&D style)


Werewolf Racial Package (Cost 125-85=40)

Conversion Notes: This package represents the werewolf from Advanced Dungeons & Dragons role playing game. It is generally meant for newly infected werewolves. True werewolves or those who have been werewolves for a long time will buy off the Accidental Change and Berserk disadvantages. If a player character becomes a werewolf through infection, they should apply this package, then have to spend any forthcoming experience points on paying off the package costs. Once they have it paid off they can choose to purchase off the berserk and accidential change disadvantages normally. Those who are born to lycanthropy would normally not have the Accidnetal Change and Berserk disadvantages, and therefore the package would cost 80 points. This write-up uses Champions 5th edition rules.

Werewolf Werewolves are the most feared of the lycanthropes, men who can transform into wolf-like beasts. They should not be confused with wolfweres, wolves who turn into men. Great enmity exists between werewolves and wolfweres.

Werewolves are humans or humanoids infected with the curse of lycanthropy. They can pass this curse on to others in their bite, or to their children through normal reproduction. The humanoid forms of werewolves have no distinguishing traits. The werewolf form is equally varied. They have a bipedal form that is a hybrid of humanoid and lupine features. These creatures are about 1-foot taller and stronger than their humanoid forms. The bodies are fur-covered and have short tails, wolf-like legs, and heads that are combinations in varying degrees of humanoid and lupine features. When a werewolf changes form it heals some of any damage it has taken recently.

In their humanoid forms, werewolves attack with a variety of weapons, generally those common to their humanoid identity and class. In the werewolf or wolf-like forms, the creature attacks with its fearsome teeth. If the form has hands, the werewolf may grab its prey for a better bite.

In the non-humanoid form, the werewolf can be harmed only by silver or magical weapons. Wounds from other weapons heal too quickly to actually injure the werewolf.

Werewolf packs roam the wilderness in search of human or other prey. True werewolves tend to be nomadic, although infected werewolves often continue to live the life to which they were accustomed. Werewolves retreat to their dens during the winter months or the years when the females are raising the helpless cubs. As humanoids, werewolves do not build homes, although they may take over existing dwellings, sometimes the home of past victims. Caves and burrows are the dens most commonly used in the wild. These sparsely furnished retreats are used mostly as a sleeping area and a place to store their humanoid possessions. Many werewolf families roam the countryside in wagons, much like gypsies. In fact, this has caused many gypsies to be accused of being werewolves.

Werewolves live in packs, generally related by bloodlines. Werewolf packs of five to eight individuals are single family groups consisting of a male, female, and three to six cubs, six to nine years old. Cubs under six years old are kept in secluded dens and never encountered by hostile humans.

If a werewolf male mates with a humanoid woman, the offspring seems completely humanoid. The temperament reflects the father; such children are violent, combative, and prone to mental illness. There is a 10% chance each year from the onset of adolescence that such a child will spontaneously transform into a true werewolf. All children born to female werewolves will be true werewolves from birth.

Werewolves are a peculiar hybrid of humanoid and lupine personalities. They are savage killers, yet they are devoted to their close-knit families. Werewolves are hostile toward lycanthropes who oppose them, especially werebears.

Picture by Clyde Caldwell.
Champions rules conversion by Mathew R. Ignash - mathewignash@comcast.net.
Last Updated - October, 2003

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