Human (Wulfwaren Variant)
NOTE: GM's Permission is required to play Wolfwaren
NOTE: In the World of San'Dora setting several groups of Humans have subgroups of Wolfwaren among them. The level of acceptance regarding them is mixed however. The most prominent groups are the Ulthferen Clan of the Machtig and scattered packs in the northern expanses of the Nordmanner lands. On the other hand the Eld-folk slay all Wolfwaren they encounter, even their own people.
Some Humans bloodlines have been infected with Lycanthropy to the extent that some children are born Werewolves. This is not a curse or a disease per se (though individual GM's might wish to implement it in this fashion, see note below), but rather is hereditary.
The following Package Deal is used for the "human" form of the Wolfwaren. Both a Wolf and a Man Wolf form must also be designed. As a general rule of thumb, neither additional form needs a "Race Package".
Build the Wolfman form as a superheroic character (no NCM) on the points available.
Build the Wolf form up from the Wolf Animal writeup in the HERO System bestiary, adding abilities as appropriate (and with GM permission) to bring them up to the points available.
All of the abilities presented in this Package must be represented on the alternate forms (though they can and often will be higher in most cases). For example, the Wolf form should have at least +5 STR and +5 CON relative to a normal wolf. Typically the Wolf form is more sensory and movement based while the Wolfman form is more combat oriented.
All three forms should have some visual element that at a minimum suggests a connection between them, and hair color should be consistent across all three forms. Further, though technically via the normal rules for Multiform the character could have any other sort of form they like, as a campaign groundrule this usage of Multiform is only permitted for the two forms allowed. Further, all 3 forms should be kept at the same point level. For every 5 Experience Points the Wolfwaren character gains, 1 must be put into the Lycanthropic Form to raise the Character Points available to the Wolf and Wolfman forms in synch with the character's own points.
NOTE: Lycanthropy as a Curse/Disease. If a GM wants to treat Lycanthropy as a Curse/Disease, then to "cure" a Wolfwaren, a Transform would need to be used to change them into a Normal Human; if this is done remove the Wolfwaren package from the character and add the Human Package, then retally any NCM overruns or similar. Where possible match up abilities from the Wolfwaren Package that will fit into the Human Package; for example the PS: Hunter and KS: Nature Lore Skills can both be fit into the Human Package. The Transform rules detail how to add and remove abilities in this fashion; the difficulty of doing so will make it properly difficult to "cure" a Wolfwaren; particularly ones with a good deal of experience.
Cost Ability
17 Lycanthropic (Wolf & Manwolf Form: Multiform (125 Character Points in the most expensive form) (Instant Change, x2 Number Of Forms) (35 Active Points); Costs Endurance (Only To Change; -1/2), Reversion (-1/2)
9 Lycanthropic Healing: Healing 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Extra Time (Regeneration-Only) 1 Minute (-1 1/2), Self Only (-1/2), Does Not Work On Some Damage One Type of Damage (Not vs Silver; -1/4)
6 Lycanthropic Toughness: Damage Resistance (3 PD/3 ED)
5 Lycanthropic Might: +5 STR
10 Lycanthropic Resilience: +5 CON
5 Lycanthropic Communication: Beast Speech (15 Active Points); Wolves Only (-2)
3 Sense of the Wolf: +1 All PER
5 Wolf's Eyes: Nightvision
8 Legs Feed The Wolf: Running +2" (8" total), Reduced Endurance (1/2 END; +1/4) (8 Active Points)
4 Instincts: Survival (Arctic/Subarctic Forests, Temperate/Subtropical Forests) 11-
5 Instincts: PS: Hunter (INT-based) + 2
3 Instincts: KS: Nature Lore (INT-based)
Value Disadvantages
-20 Normal Characteristic Maxima
-20 Accidental Change to Were Form: Full Moon Always (Uncommon)
-10 Vulnerability: 2 x BODY Silver (Uncommon)
-10 Vulnerability: 2 x STUN Silver (Uncommon)
-10 Physical Limitation: Poor Eyesight, suffers -2 to all Sight PER Rolls (Frequently, Slightly Impairing)
-5 Distinctive Feature: Supernatural Creature (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures)
-5 Distinctive Feature: Human (Concealable w/ Magic, Noticed, Not Distinctive in Some Cultures)
+0 Total Cost of Package
Options
var Buy Damage Resistance up to total figured PD and ED up to adjusted NCM (5/5 max)
var Increase Lycanthropic Healing
var Add Ressurrection to Lycanthropic Healing
Lycanthropy
NOTE: This form of Lycanthropy is hereditary, passed along via bloodlines. For a form of Lycanthropy that can also infect others add the following Power to the Wolf and Wolfman forms. The Activation Roll indicates that it's largely random; sometimes it happens and somtimes it doesnt. The Jammed represents that if the Activation Roll fails then repeated bites on the same target in the same engagment will have no effect.
10 Lycanthropic Curse: Major Transform 1d6 (Person into a Werewolf), Reduced Endurance (0 END; +1/2), Uncontrolled (+1/2), Continuous (+1), Invisible Power Effects (Fully Invisible; +1) (60 Active Points); Activation Roll 8-, Jammed (-2 1/2), No Conscious Control (-2), Must Bite Target (Bite; -1/4)
-25 Red Rage: Enraged: Berserk Full Moon (Uncommon), go 8-, recover 8-