Werewolf


Ferelden lore is full of instances where these creatures have plagued the countryside: wolves possessed by rage demons and transformed into humanoid monsters with incredible speed and strength, able to spread a curse to those they bit that would drive them mad with unthinking fury. When in this enraged state, a human host can likewise become possessed and be transformed into a feral, wolf-like beast. Tales differ on these werewolves of human origin, some claiming that their transformation into a bestial form happens uncontrollably. Some claim the transformation is irreversible. As is often the case with demonic tales, both versions were most likely true at some point.
The ability of normal dogs to detect a werewolf even when it is in a human guise is what first led Fereldans to adopt dogs as indispensable companions in every farmhold. The alliance between humans and regular wolves is the subject of the popular Ferelden folk tale "Dane and the Werewolf."
The actual hero Dane led a crusade to eliminate the werewolf threat during the early Black Age, and while werewolves have never assumed the same prominence since, there have still been reports of individual packs lurking in remote forests. In recent years, some have even been reported to have developed an uncanny willpower and intelligence... though why this is so is still unknown.

Playing a Werewolf
If you choose to play a Werewolf, modify your character as follows:
  • Add 2 to your Strength ability and remove 1 point from your Communication ability. 
  • Pick one of the following ability focuses: Dexterity (Bite) or Strength (Claws).
  • You can speak and read the Trade Tongue and one other language of your choice.
  • Calculate your starting speed as 12 + Dexterity. You cannot equip armor.
  • Choose a class. You can play either a rogue or a warrior.
Roll twice on the Werewolf table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.
Werewolf
2d6 Roll
Benefit
2
+1 Strength
3-4
Focus: Perception (Tracking)
5
Focus: Strength (Intimidation)
6
Focus: Perception (Smelling)
7-8
+1 Constitution
9
Focus: Dexterity (Stealth)
10-11
Focus: Willpower (Courage)
12
+1 Willpower
Werewolves are also able to access the following combat stunt:
Combat Stunts

SP Cost
Stunt
1+
Bite of Madness: If you generate stunt points on a bite attack, you automatically perform this stunt and inflict your curse upon the target of your attack. The victim must overcome a TN (10 + the number of stunt points generated) Constitution (Stamina) test.
See Curse of The Werewolves below.

Curse of the Werewolves A werewolf that that generates stunt points on a bite attack can inflict its curse upon a victim, who must make a TN (10 + the number of stunt points spent) Constitution (Stamina) test. A failed test means the victim is infected. An infected victim makes a new Constitution (Stamina) test against the same target number each night after the initial infection. If a full moon occurs before one of these tests has succeeded, the victim becomes a werewolf.

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