World of Gaianar - Third Edition
The World of Gaianar
Third Edition
Menu
  • External link opens in new tab or window
  • External link opens in new tab or window
  • External link opens in new tab or window
  • External link opens in new tab or window

Werite Subtypes

Werewolf

A blend of man and wolf, these beings are perhaps the most common of all were-creatures and are the stuff of legends in more civilized lands. They are cunning, fierce, and relentless in pursuit of prey, but few who tell tales of these creatures take note of their loyal nature and high respect for honor as a race. They should, however. The word of a Werewolf is as good as gold – they keep their vows and would sooner die then betray their friends or family. It is almost impossible to find a Werewolf that has cheated on his friends, mate, or community. They are also very social and live in well-knit communities far from the prying eyes of most other races. Though not religious as a whole, they place special value on The Hunt – the quest for food and survival in the wild and often inhospitable regions in which they live. Killing one's first prey in a hunt is a rite of passage for young Werewolf cubs, and their journey into adulthood – as with all such important events - is celebrated in ceremonies rarely scene by outsiders. The few who are religious tend to worship Domalon - the God of the Hunt.


Racial Modifiers

Most Werewolves stand as tall as an average man or woman, but have a thick coat of fur that ranges in color from dark gray around their flanks to white along their chest and stomach, though some that are related to tundra wolves are pure white in coloring. Their faces bear a close appearance to their wolf cousins, as do their bushy tails and razor-sharp claws. Werewolves are also noted for their keen sense of smell – prey rarely escapes them, and the evil members of this species are often found as powerful bounty hunters.


Base AC = 9. Constitution: +1, Charisma = -2, Comeliness = -1.


+ 2 bonus to all perceptions checks based upon smell, taste, or sound, +1 bonus to all Endurance Checks. 20% innate chance for tracking targets and hearing sounds– these bonuses are cumulative with other skills or character class abilities.


In animal form: +1 bonus to initiative rolls, +1 to hit, Base claw damage: 1d4, Base Bite damage: 1d8, 3/2 claw/claw/bite attacks per round. Base speed: 35//. +10% bonus to tracking and hear sounds, in addition to other bonuses.


Werecat

The term Werecat covers any mix of a great cat, such a lion, tiger, or leopard with a human. This specific cat has little effect upon the were-creature, aside from physical appearance.

Werecats are a reclusive and secretive race – they are masters of anonymity and their presence will often go unnoticed by others, and this is usually how they prefer to live: watching from the shadows, acting without heed of law or oath, and then slipping away unnoticed.
Very little is known about Werecat culture, and it is believed that individual Werecats have very little in common with each other. Most live among other races either in secret or as grudgingly accepted, though still reclusive, members of the community. All Werecats, however, are somewhat self-centered and see themselves as better than the commoners around them; as one could guess, they can be difficult to work with and don't make for good conversation. Many members of this species are often found as shadowy thieves, mysterious wizards, and in other positions of power that allow them to maintain both control over their own destiny while avoiding unwanted meddling from outsiders. However, not all Werecats turn towards dark paths, for there are many who use their positions of influence to destroy evil in the world around them in subtle ways. Nonetheless, the common theme of power and secrecy remains.

Werecats all have many physical features in common. They stand somewhat shorter than the average man or woman and have a slight but powerful build – there is no such thing as a fat Werecat. Their facial features are distinctly feline, and they have the claws and long, sinuous tail of their animal cousins. The coloring of their fur varies with the cat species they represent: tigers are orange with stripes, leopards have spots, lions have tan fur and the males have manes, etc.

Racial Modifiers:
Base AC = 9, Dexterity = +1, Faith = -1, Charisma = -1. This creature gains a +1 bonus on all Perception checks.

Able to seen in normal darkness nearly as well as one can see in daylight (this will not work in magical darkness) – this translates into a +4 bonus vs. any low-light penalties. Sensitivity to light – this translates into a –1 penalty vs. light-based attacks, 15% innate chance for hearing sounds, moving silently, and hiding in shadows – these bonuses are cumulative with other skills or character class abilities.
 
In animal form: +1 bonus to initiative rolls, +1 to hit, Base claw damage: 1d4, Base Bite damage: 1d8, 3/2 claw/claw/bite attacks per round. +10% bonuses to hear sounds, move silently, and hide in shadows, in addition to other bonuses. Animal Form Base Speed: 25//.
Werebear

Hulking men of great physical strength and endurance, Werebears are not noted for their speed, grace, or charm. However, they are immensely strong and durable and thus often take up tasks that most people couldn't hope to accomplish. Werebears often live in small groups or families along the outskirts of communities full of other races. Not much is know about their culture, but they are beings "of the earth," so to speak. They like good beer, gambling, and rough fun. Wrestling and strength challenges of any sort are sources of great amusement for Werebears, and many have made a fortune winning such feats of strength only to lose their money to gambling or liquor.

Though they come across as a gruff and blunt group, Werebears are generally honest individuals. If a Werebear is displeased with another person, he will make it clear right away and perhaps demand a wrestling match or something similar to settle the score. Werebears are rarely ever found contriving elaborate plots for power, revenge, or wealth, and they have little interest in song, art, or much of the other trappings of higher culture. They live wild lives in the border-towns and woodland edges throughout the world, and few can fight as well as they can.
In appearance, Werebears are huge and well muscled, easily dwarfing the tallest and mightiest of men. Their facial features are bear-like, as are their deadly claws. Their fur ranges in color from black to brown, though pure white Werebears have been seen in the frozen reaches of the world.
 
Racial Modifiers:
Base AC = 8
Strength = +2, Constitution = +1, Dexterity = -1, Intelligence = -1, Charisma = -1, Comeliness = -1.
Werebears gain a +1 bonus to all Endurance Checks.
Werebears gain a +1 additional bonus to Save vs. System Shock.

In animal form: Base claw damage: 1d6, Base Bite damage: 1d10, +1 AC bonus, 3/2 claw/claw/bite attack per round. They gain a+10% to tracking, in addition to other bonuses.  Animal Form Base Speed: 15//
Weredragon

These beings embody aspects of the great Dragons of legend, and are thus some of the most powerful humanoids to walk the lands. Most Weredragons have little in common with each other, and they are one of the least common species of were-creatures. Their personalities are influenced by which Elemental Dragon aspects they have within them; this also determines the coloring of their scales, their breath weapons and other powers. Note that the only known Weredragons embody traits of the four most common Elemental Dragons.

All Weredragons have some traits in common. Their facial features are very akin to Dragons, and they all have wings, scales, and long, whip-like tails. The coloring of their scales does vary, as does their magical aspects. They are deadly warriors, but many are also skilled in pursuits of the mind or spirit.

Racial Modifiers:
Strength = +1, Charisma = -1, Comeliness = -1
Base AC = 8
They have a breath weapon, wings, and other special abilities
 
Breath Weapons:
All Weredragons have a breath weapon, and its range and type is different for each subspecies of Weredragon. All breath weapons have several common traits. They deal 2 points of damage for every level (or hit die) of the Weredragon. Summoning its breath weapon costs one point of Body-Mind-Spirit. If the victims of the breath weapon make a Save vs. Area Effect, they only take half-damage. Additionally, Weredragons can use their breath weapons at most once every 3 rounds.
Range and shape of Weredragon breath weapons:
Cones = 5 feet + 1 foot per level in length. Width at any given point is equal to the length of the cone at that point.
Lines = 10 feet + 2 feet per level in length. Width = 1 foot in diameter.

Wings and Flight:
All Weredragons have vestigial wings that allow for gliding, limited flight, and can prevent damage from falling (assuming their wings are free, of course.) They have a maneuverability class of D (glider, crow, etc.) Maximum speed is 24//.
Shapechanging Limitations:
Weredragons cannot shapeshift into a dragon form. They can, however, assume a Human form, but this process costs twice what other Werites must expend.

Armor Limits:
They also cannot wear any armor unless it is specially designed or crafted for them. They can, however, wear cloaks and robes, although their wings might get in the way.


Column



Column


ctodd@gaianar.com


  • Home
  • Downloads
  • Rules for Players
  • Spiritual Powers

 

Copyright 1991-2021 World of Gaianar - Version 3.0

Written and Designed by Christopher Todd

Co-Designed by Matthew Hannum


close lightbox