Tuesday, February 11, 2014

CYBER-PULP FANTASY CORE-Werewolves

CYBER-PULP FANTASY CORE
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)
Overview Index 

NPC's and Monsters 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.


Wolves
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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