CYBER-PULP FANTASY CORE
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)
Werewolves (created by L-Strain Gene Therapy)
Savage, man-eating animals, but still possessed of all the
intellect of their human form. They take
a man-wolf hybrid form while hunting, though they cannot take a full wolf
form. It takes 1 rd to transform and
does not require a full moon or a ceremony.
In Human form, werewolves have same stats, save for their fangs and
claws. They are indistinguishable from
normal Humans in that form. Only a
Detect Demonic presence spell could reveal them without making an actual
physical attack upon them.
While they are compelled to hunt, kill, and feed in a
natural manner (that is physically tearing apart their prey), werewolves can,
and will, use firearms in either form if needed. In a pure Fight Club setting, these are the
most dangerous creatures on the Cyber-Pulp NPC list.
HD 10 (d12), Hp 120 (maxed out), AC 19* (Natural, only
vulnerable to fire, magic, silver/silver nitrate rds, and
energy/lasers/plasma), Enhanced Init +4
Fort +12, Ref +12, Will +12
Melee: 3 att/rd hybrid form, +14 to hit, Bite, 2d6+5,
2 x Claw 1d8+5
2 att/rd human form, +14 to hit, 2 x Punch 1d6+5. On
a Natural 17 and up punch hits, DC 12 Fort Sv or KO 1 turn
Ranged (all 1 attack/rd): Auto Pistol +10 to hit,
2d6, 15 shot clip, S
Assault Rifle 30 rd clip, M
+10 to hit, 2d8 single shot
+10 to
hit, 2d8 x 1d2 burst (DC 12 Ref Sv 1/2 damage), 3 bullets
+5 to
hit,2d8 x 1d2 spray,
up to 3 adjacent targets (DC 12 Ref Sv ½ damage), 6 bullets
Shotgun +10 to hit, 2d10, 5 shells, S
Infravision
Tracking (scent) +10, Invisibility and
technological Stealth aids are also useless against a Werewolf at Short range,
unless their sense of smell is somehow interfered with.
Immortal, as long as they hunt and kill a
human at least once a month. Failure to
do so will strip them of all of their supernatural abilities.
Will regenerate
all hp damage with 1 turn of rest, unless brought to 0 hp by one of their
banes, in which case they are dead. They
are immune to energy draining (negative hp) attacks.
Afraid
of fire.
These animals are often kept as pets and hunting partners by
werewolves. They completely loyal and
will defend their pack leader to the death.
HD 2+4, Hp 13, AC 14
Fort +5, Ref +5, Will +1
Melee: Bite +3 to hit, 1d6+1
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