Common Werewolf
CHARACTERISTICS ATTRIBUTES COMBAT SKILLS
STR 17 Hit Points 16 Close N/A
CON 14 Major Wound 8 Ranged N/A
DEX 14 Damage Mod. +1d6 Unarmed 61%
SIZ 17 Magic Pts. 11 RESISTANCES
INT 10 Movement 22m Dodge 44%
POW 11 Armour Worn Natural Persistence 41%
CHA 10 Armour Points 1 Resilience 45%
PRACTICAL SKILLS KNOWLEDGE SKILLS MAGIC SKILLS
Athletics 56% Language (own) 50% Innate 33%
Deception 49% Nature Lore 60% Sorcery 10%
Perception 46%
Weapon Type Damage Range Size
Bite N/A 1d8 (+1d6) N/A N/A

Venom

Whenever a werewolf attacks it may decide to attempt to poison its victim by spending magic points (i.e. the number of points used equals the venom's magnitude exactly as if it were a spell). If the target goes on to take damage from the attack he/she will be required to make an opposed Resilience test or suffer the effects of the venom as detailed below:

Potency Magnitude x 5
Delay 1d4 combat rounds
Full Effect 1d4 + damage modifier hit points. If this figure surpasses the victim's major wound level the victim will also fall unconscious.
Duration 1 hour per magnitude

Special Rules

All werewolves have night sight and are considered to be Fearsome I creatures.

Copyright © Kristian Richards 2012