Greater Werewolf
CHARACTERISTICS ATTRIBUTES COMBAT SKILLS
STR 20 Hit Points 19 Close N/A
CON 17 Major Wound 10 Ranged N/A
DEX 11 Damage Mod. +1d6 Unarmed 61%
SIZ 20 Magic Pts. 14 RESISTANCES
INT 12 Movement 22m Dodge 41%
POW 14 Armour Worn Natural Persistence 44%
CHA 12 Armour Points 1 Resilience 51%
PRACTICAL SKILLS KNOWLEDGE SKILLS MAGIC SKILLS
Athletics 61% Language (own) 52% Innate 42%
Deception 43% Nature Lore 62% Sorcery 12%
Perception 51%
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