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WEREWOLF - The Loup-Garou

In document RuneSlayers Revised (Page 196-199)

MIGHT 15 HEALTH 30

COURAGE 15 Reeling 23

INTELLECT 10 Speed: 12

AGILITY 14 Toughness: 1

PERCEPTION 14 Deadliness: g

Attacks

Bite Attack Dice: 2 Damage: 2d6+2 carving Cursed for any of a thousand reasons, werewolves are men and women that transform into wolves and can sometimes stop the transformation halfway which results in a malformed, “wolf-man” creature.

Mythology holds that anyone who sleeps in an open field during the full moon will become a werewolf. Other ways to become a werewolf is to be bitten by one and contract the disease of the werewolf, lycanthropy. If someone is bitten by a werewolf,

they must make a Courage roll or transform into a wolf on the next full moon. Legend also has it that if one dons the skin of a previous werewolf, and smears a certain combination of herbs on him, he’ll contract lycanthropy as well. Of course, offending a god is another good way to be afflicted by this curse.

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Every night of the full moon, a werewolf will turn into a full-fledged wolf (see p.210 for statistics). Transforming takes 1d6 rounds.

The wolf will act as a normal wolf – terrorizing livestock, howling at the moon, and scaring any people who see it. While in wolf form, the werewolf remembers nothing of his regular life. Likewise, when he turns back, he won’t remember the exploits of the wolf. Many werewolves take on physical traits of their human selves when in wolf form – hair color, eye color, and any scars.

After someone has been a werewolf for a full year, he gains the ability to transform into a wolf at will – even during the day.

Also, he gains the ability to transform into a wolf-man, whose statistics are above. Werewolves can only transform into the wolf-man at night, and then only when they are angry. Wolf-men cannot talk or use tools – they run throughout the land looking for blood and death. They have no problems eating humans, and many prefer small children. They transform back into a human when the sun rises.

Wolf-men share none of their memories with their human forms, and vice versa.

After each week that a werewolf turns into the wolf-man, he must make a Courage roll. If the roll is failed, the rage of the curse has begun to affect his mind. No longer can the werewolf control his transformations. Once the curse has affected his mind, he must make a Courage roll each night. If he fails, he transforms into the bloodthirsty wolf-man. On nights of the full moon, he automatically turns into a wolf.

Werewolves take damage from normal weapons, but cannot go below Reeling except through the use of a silver weapon or fire.

Werewolves are known for their natural regeneration as well – each turn, werewolves heal 1 Health point.

Other were-creatures are purported to exist in different parts of the world. Wereshark myths are common around tropical islands, and many jungle societies tell stories of werejaguar warriors. Cities have stories about wererats, and barbarian cultures tell tales of heroic werebears. All of these lycanthropes – the garou – share similar regeneration and transformation traits. Runemasters can adjust the statistics for the “man-creature” as he sees fit.

WYVROQ

MIGHT 15 HEALTH 27

COURAGE 12 Reeling 20

INTELLECT 8 Speed: 10

AGILITY 12 Toughness: 4

PERCEPTION 10 Deadliness: gg

Attacks

Bite Attack Dice: 2 Damage: 2d6-1 carving

Axe Chop Attack Dice: 2 Damage: 3d6+2 carving Expertise: Skilled Tail Lash Attack Dice: 2 Damage: 2d6-2 impaling (venom)

Wyvroqs are an abomination of nature. Created a thousand years ago by some mad wizard, these foul, humanoid reptiles are horrible combinations of man and wyvern.

Though their sharp teeth are capable of tearing somebody apart, most wyvroqs are

intel-ligent enough to use and prefer weapons. Their long, scorpion-like tail contains a nerve venom – anyone injured by the tail must make a Might roll or suffer 3d6 Fatigue.

Wyvroqs have nasty temperaments. Speaking in their harsh language of hisses and clicks, wyvroqs are just as likely to kill each other as they are an intruder into their territory. Fortunately, this lack of society has dwindled the numbers of these beasts. There are only a few packs of wyvroqs living in the wilderness. These surviving packs have secluded themselves in mountainous or gully regions, waiting for any hapless travelers to wander into their homeland.

190 WYRM

MIGHT 400 HEALTH 430

COURAGE 30 Reeling 323

INTELLECT 7 Speed: 12-14

AGILITY 9 Toughness: 12

PERCEPTION 11 Deadliness: ggggg

Attacks

Bite Attack Dice: 3 Damage: 11d6 impaling Claw Attack Dice: 2 Damage: 8d6 carving Wing Buffet Attack Dice: 3 Damage: 2d6 smashing Tail Swipe Attack Dice: 3 Damage: 7d6 smashing Entangle Attack Dice: 2 Damage: 2d6 smashing

Wyrms are huge, serpentine relatives of dragons. Unlike dragons, however, wyrms lack wings, or the wings they have are too small for them to fly. Wyrms come in many forms, some with as many as six limbs, while others are entirely limbless. Those that lack limbs slither along the ground like sidewinders, covering ground quite rapidly. Wyrms are vicious carnivores with voracious appetites. They require a good deal of food, and are thus constantly on the hunt.

Wyrms make dangerous foes, and they possess a variety of weapons with which to fight. Winged wyrms may batter opponents with their appendages, while limbless wyrms may entangle their prey in their scaly clutch. On a successful Entangle attack, the victim is wrapped in the writhing coils of the wyrm. In each combat round, the entangled character automatically takes 2d6 points of damage until freed by a Hopeless Might or Agility roll. This is in addition to the wyrm’s normal attack. Wyrms are truly devastating in battle, as they may use all of their attacks in a single combat round! These may be directed against multiple opponents as long as they are within reach of the wyrm.

YETI

MIGHT 30 HEALTH 42

COURAGE 12 Reeling 32

INTELLECT 5 Speed: 12

AGILITY 11 Toughness: 3

PERCEPTION 13 Deadliness: ggg

Attacks

Bite Attack Dice: 2 Damage: 1d6 carving Slap Attack Dice: 2 Damage: 2d6+2 carving

Grapple Attack Dice: 2 Damage: Allows Crushing Squeeze Crushing Squeeze Attack Dice: 3 Damage: 3d6+2 smashing

Also known as “Abominable Snowmen,” the yeti are giant, ape-like creatures. Yeti are gregarious and live in the highest mountains of the land. Their thick white coat provides them protection against the winds and snow of the glaciers, as well as the claws of the ice trolls – the yeti’s most hated of enemies. Yetis are shy creatures and will tend to avoid strangers to their icy homelands.

Yetis are related to the more intelligent gulpi, though yetis are much larger than the gulpi. Yetis grow to about 10’ tall, and can weigh over a thousand pounds.

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The vast oceans contain beasts beyond the imagination of most land dwellers. Rarely do these horrors rise up to ravage the surface, but none can mistake their passing when they do. Yet not all that dwell beneath the waves are foes, and the endless seas await bold explorers who will reveal their secrets.

KRAKEN

MIGHT 500 HEALTH 517 / 75

COURAGE 17 Reeling 388

INTELLECT 6 Speed: 40 swimming

AGILITY 12 Toughness: 4

PERCEPTION 8 Deadliness: ggggg

Attacks

Beak Bite Attack Dice: 2 Damage: 6d6 carving

Tentacle Lash Attack Dice: 3 Damage: 3d6 smashing

Old sailors speak in hushed whispers of the mighty kraken, and never while at sea, lest the very mention of its name bring its wrath upon them. At home in the coldest waters, the kraken is an enormous squid-like creature with vicious, flailing tentacles. It feeds on anything it can find, lashing its victims with spiked tentacles, then drawing them into its gaping maw. Ships caught in its grip are not crushed, merely held motionless as the kraken scoops its prey from the decks. The kraken may use up to four of its ten tentacles to attack different targets in a single combat round. No more than a single tentacle may attack a man-sized target in a combat round. On a successful Vital Shot with a tentacle, the kraken has succeeded in dragging its prey into its beaked mouth. On each successive round, the unfortunate person will be bitten while held squirming in its clammy grip. The kraken may continue to attack with three other tentacles while feeding. A character may be freed from the kraken’s clutches by inflicting 75 points of damage on the tentacle, severing it. The kraken will continue fighting if it loses an appendage, but will submerge if it loses two or more.

In document RuneSlayers Revised (Page 196-199)

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