Attempt at a Werewolf race

Post/Author/DateTimePost
#1

alitain

Mar 10, 2010 17:39:48
Alright, I know this has been done a dozen times, but what the hell right?  So here's my attempt, there are a couple things I think I'll need to work on but this is as it stands right now.


Werewolf


Racial Traits



Average Height:Depends on Natural Form
Average Weight: Depends on Natural Form
Ability Scores: +2 Con, +2 Str or choose ability score bonus from your Natural Form selection
Size: Depends on Natural Form
Speed: 7 squares
Vision: low-light
Languages: Common, choice of one from your Natural Form selection
Skill Bonuses: +2 Athletics, Intimidate
Natural Form: Select a race other than werewolf. You can take feats, a paragon path, and an epic destiny that have the selected race as a prerequisite, as long as you meet all other prerequisites.
Blood Rage: Your attacks deal 1d6 extra damage against a bloodied target. This damage increases to 2d6 at 21st level.
Immunity: You’re immune to moon frenzy(see MM pg 180).
Feral Heritage: You can use the feral form ability as an at-will.
Wild Regeneration: You can use the wild regeneration ability as an encounter.

Feral Heritage Werewolf Racial Power
You can shift your form into that of a wolf or ferocious wolf lycanthrope.
At Will Polymorph
Standard Personal
Effect: You can change into either of the following forms. To return to your natural form or shift to the other form takes a standard action.
Wolf Form:
You assume the form of a wolf, and while in this form you gain a bite and claw attack to use in place of a basic melee attack, and gain a +2 to speed. While in this form you cannot speak, but if a power or item gives you the power of telepathy then you can be understood. Your armor and equipment changes with you, but anything held in your hands is dropped. You cannot activate any special powers of your equipment while in this form. You gain a +2 to Nature checks for tracking, and a +4 to Perception checks that involve your sense of smell.
Bite or Claw Attack: +2 vs. AC; 1d6+Str or Dex mod damage. Increase to +4 vs. AC at 21st level.
Special: Upon creating your character you choose either Str or Dex, and this choice cannot be changed.
Lycanthrope Form:
You assume the form of a lycanthrope wolf, and while in this form gain a bite and claw attack to use in place of a basic melee attack and gain a +1 to speed. While in this form you can speak any language you know, as well as hold and manipulate items with your paw-like hands. Your equipment remains unchanged by your transformation. You gain a +2 to Nature checks for tracking, and a +4 to Perception checks that involve your sense of smell.
Bite or Claw Attack: +3 vs. AC; 1d8+ Str or Dex mod damage. Increase to +6 vs. AC at 21st level.
Special: Upon creating your character you choose either Str or Dex, and this choice cannot be changed.

Wild Regeneration Werewolf Racial Power
Encounter Healing
Minor Personal
Effect: You gain regeneration 2 + your Con mod while bloodied. This effect lasts until the end of the encounter or until you are reduced to 0 or less hit points.  Increase to 4 + your Con mod at 21st level.

#2

alitain

Mar 10, 2010 17:42:21

One foot over the line of civility, the other in the thrill of the kill and wildness of their feral nature, werewolves generally prefer to keep to themselves and only reveal their true selves to those they feel they can trust.


Play a werewolf if you want…
To play a character of dual natures
To be able to shift into the form of a wolf or lycanthrope and enjoy the thrill of the hunt
To be a member of a race that tends to be feared by those that just don’t understand you.
To be a race that favors more of the melee classes like fighter, but also can adapt to classes like shaman, druid, even sorcerer.

Physical Qualities

Werewolves in their normal forms look for the most part like their natural race, whether that be an elf, human, tiefling, etc. Despite their normal appearance, they do carry on a little feral quality about them. It’s not something that can be easily described, like the certain way they move, or maybe a glint in the eye. Others let their nature show in more physical ways like an general unkempt appearance like shaggy hair, long dirty fingernails, etc.

When a werewolf shape shifts though their appearance does change. In wolf form they tend to be a little larger than your average wolf, but otherwise almost impossible to tell from their animal cousins. You can tell, if your brave enough, by their eyes which still give away their intelligence. A werewolf in wolf’s form generally keeps similar coloring to that of their hair in their normal form.

When in lycanthrope form they become that of a bipedal humanoid wolf with the same coloring as their wolf form. Werewolves in this form tend to get a little bulkier with muscle and a few inches or so taller than their normal form but usually stand hunched over to some degree. Many werewolves will keep trace features of their normal form; elves’s ears tend to be more elven and pointed than those of a wolf, dragonborn may retain their more reptilian eye shape, and even the shape of their muzzles, tieflings may keep their horns, etc.

Werewolves usually adopt the clothing and styles of their normal form but some of the more wild werewolves sometimes forgo clothing all together or at least while in lycanthrope form.



Playing a Werewolf



Werewolves themselves aren’t quite their own unique race, but come from a virus passed down through mating. Some say the virus is natural, some say magical, who really knows but those afflicted with it find themselves changed forever. Some say for the better, others curse what they’ve become and strive to find a cure. While not passable through the bite of a werewolf, the virus is transmitted through to their children.


Like their wolf cousins, werewolves tend to keep in packs or else generally keep to themselves as solitary travelers. Most werewolf packs tend to be of one race only, but here and there you’ll find packs of mixed breeds. Whether in a pack or not, all werewolves find themselves with a strong desire to protect those they care about. A werewolf doesn’t give their trust easily, but once given only betrayal can sway them. Though it’s never good to betray a werewolf, because of their strong feelings toward trust they never forgot those that betray their trust ever.


Werewolves don’t generally keep stationary homes, instead they tend to rove around a particular area setting up camps and temporary homes for weeks, months maybe before moving on. Some werewolves do tend to settle in villages, but in those cases they live as their normal race, hiding who they area. Some can do it successfully, others tend to let something slip eventually and have to leave or else risk getting caught and killed. Werewolves generally are not favored by people, and even those that grew up normal before becoming afflicted with the virus tend to find little love or understanding when they change.


As mentioned, werewolves are made through the joining of werewolves, or the rare but occasional coupling of a werewolf and non-werewolf. Generally with those couples the werewolf doesn’t reveal his true self. Babies born from one or two werewolf parents look completely normal upon birth, taking after one or the other parent when the parents are of different races. Werewolf children look normal through most of their childhood, sometimes having a slight feral aspect like their parents. It’s not until they hit their teen years that they go through their first change. This first change is to that of a normal wolf, and it’s at this time that the child needs to learn self control and practice so that he may revert back to his normal form.


Some children fail this first test, finding the thrill of their first change too overwhelming, and the animal instincts take control and the child forgets himself, and abandons his mind to the animal, becoming a wolf truly. Some are able to be brought out of it by fellow werewolves, but this is not always possible. One the other side of it, some children are afraid of the change, and only make the change once and not for very long before turning back. These children are often scorned by their werewolf brethren, for they usually bear some kind of scar marking them as one who failed to accept their heritage. Those children never are able to transform again, and except for extremely rare cases, are ran out of the village almost immediately. If a child successfully goes through his first change and manages to revert back to his normal form then about year from when the child changes back he will go through his second change, to that of the lycanthrope form. This is a much easier change for the teenager because usually during that year he’s hand time to practice changing into a wolf, so the lycanthrope change isn’t as startling or painful.


It’s usually at this time that a child makes a choice about how he’s going to live his life. It’s a rite of passage that is undertaken alone, and one where once the change occurs the young werewolf goes off on a journey. Many werewolves that are born in tribes of their own kind come back to live with them in the wilds. Others decide that they want to live with their more normal kin, or at least experience that kind of life. And some, some feel the feral call of the animal within them and only return to their loved ones to say goodbye before racing off into the wilderness.


The life of a werewolf can be complicated, and many find themselves torn in so many directions. Some werewolves hide who they are, wishing to fit in with the society they know. Others live the wandering life with fellow werewolves in the wild, and in the extreme cases some find with feral lust for blood and battle too much to ignore and become vicious monsters of the wild dark places.