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Hero Abilities Package - Lycanthrope, Werewolf (Palladium style)


Werewolf

Werewolf Racial Package (Cost 295-70=225)


Conversion Notes: The Characteristics, Powers and Skills here represent the minimum found in a werewolf from Rifts role playing game. This write-up uses Champions 5th edition rules. All powers which have the "only in hero ID" limitation work in wolf or wolf-man forms only. I decided to roll the Metamorphsis: Animal and Metamorphsis: Human spells into a single spell. In order to simulate some of the possible animal forms from Metamorphsis: Animal I had to include some Shrinking and Flight. Psionic abilities should draw END from the I.S.P. Endurance Reserve, while spells should draw END from the P.P.E. Endurance Reserve.

Werewolf The werewolfs are a race of magical shape shifters. They can take on three forms, one human, one of a wolf, and a humanoid with wolf-like features, which is considered their natural form. In any form werewolfs can speak and can see in almost total darkness.

These magical creatures are renoun for their near invulnerability to convential injury, only silver, magic, psionic abilities and attacks from other supernatural creatures can hurt them, and damage from those attacks heal very quickly. They are particularly vulnerable to silver weapons.

Werewolfs also have limited psionic and magical abilities which allow them to understand and speak languages, shape shift into other people and animals, repel animals, see the invisible, predict danger, and protect their minds from attack.

The natural enemies of werewolfs include vampires, ghouls and spider-demons.

Werewolfs cannot choose an occupation or learn any magic besides that normal for their race.

To learn more about the werewolf, I suggest purchasing and reading the Rifts Conversion Book by Kevin Siembieda.





Picture by Clyde Caldwell.
Champions rules conversion by Mathew R. Ignash - mathewignash@comcast.net.
Last Updated - February, 2004

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