Werewolf Vargr

Humanoid, Beast, Lycanthrope; Extreme; Black

Stats

CharacteristicValueAttributeValueSkillValue
Strength55Hit Points45Combat105
Endurance70Wound Thr.15Magic-
Agility50Magicka30Evade70
Intelligence30Stamina7Observe80
Willpower35Initiative+13Stealth70
Perception50Action Pts.3Knowledge10
Personality30Speed20mSocial10
Morale85SizeStd.Physical105

Weapons & Armor

  • • Claws: 1d10+2; Slashing, Exploit Weakness, Magic; 1m
  • Reach
  • • Fangs: 1d8+2; Splitting; 1m Reach
  • • Natural Toughness (4), Natural Toughness (2) in non-beast
  • form.

Special Abilities

  • • Consume (2 AP): The werewolf consumes part of the corpse
  • of a dead creature. They regain the consumed creature’s EB.
  • • Consume Heart (3 AP): The werewolf consumes the heart
  • of a dead creature. They regain four times the consumed
  • creature’s EB.
  • • Latch On (1 SP): If the creature successfully Bites a target
  • which results in a grapple, it latches on as a free action. As
  • a result, the grappled character receives a -20 penalty to their
  • attempts to break free. Alternatively, the grappled target can
  • instead end the grapple as a free action. In doing so, they
  • suffer the Bleeding (2) Condition and must test for Disease.
  • • Thrill of the Chase (Once per round): Uses the Dash Action
  • to move towards an enemy without spending AP.
  • • Call of the Wolf (Once per day): As a Primary Action, the
  • werewolf howls. All who can hear within 20m must make
  • a +10 panic test.
  • “I accepted this curse at a young age. I was impressionable. My pac
  • to be strong, and I relished the strength the curse gave me. I would
  • ness, and I was not good at disguising what I was. Eventually they d
  • My packleader failed me. He did not protect me. He cared too much ab
  • erywhere I went I heard the shouts of crowds, saw the bright torches
  • secret was discovered.”
  • Wereboar
  • Hardy, unpredictable, and hard to take-down, these man-boars are
  • known to gore their victims with their sharp tusks before devouring
  • them.

Encountering Werewolf Vargr

159 Traits • Silver-Scarred (4), Silver-Scarred (2) in non-beast form. • Unnatural Senses (Sight, Hearing, Smell, 30), Unnatural Senses (Smell, 3) in non-beast form • Immunity (Disease) • Diseased (-20, Werewolf Lycanthropy) • Restless: The character only restores half the health, magicka, and stamina they normally would while resting. • Dark Sight • Quadruped • Strong Jaws: A Bite attack made by this character that deals damage automatically starts a Grapple. The test to contest this Grapple is made against the original test made by the attacker. If the target Counter Attacks a Bite attack, the Counter Attack ignores the creature’s AR and Natural Toughness trait. • Bestial Leap: Penalties from jumping are halved. • Savage: Rolls damage twice and uses the highest result. Stronger, faster, and more deadly than the average werewolf, Werewolf Vargr’s often take on the form of pack-leaders amongst their kind. They have fully given themselves to the beast within, guiding less-experienced members of their pack to more fully embrace Hircine’s gifts. Werewolf Vargrs are experienced and deadly foes, representing the pinnacle of swift and agile ambush hunters amongst their kind. GMs should consider using Werewolf Vargrs as pack leaders, rather than having them be encountered on their own. While faster and stronger than the average werewolf, their true ferocity is unlocked when fighting alongside others of their kind. The creative GM may want to make a Werewolf Vargr unique, especially if they play a prominent role in a quest or campaign. A silvered mane, scars, or missing teeth can make such a creature stand out from the rest and provide a party of werewolf-hunters an ultimate prize to pursue. Most commonly found amongst the forests and craggy-mountains of High Rock and Hammerfell, Wereboars are possessed of thick skin, sharp tusks, and extreme aggression. While they will sometimes attempt to ambush their prey, Wereboars typically

Loot

  • A character can make a -10 Survival test to skin the beast.
  • Lycan hide is valued at 500 drakes. Failing the test ruins the
  • hide, halving its value.
  • A character can make a +0 Survival test to remove a Werewolf
  • Vargr Claw from the beast’s hand, which is a Very Rare
  • Destruction ingredient.
  • kleader was a family friend and elder in our village. I wanted
  • not have called it a curse, then. But with youth comes reckless-
  • iscovered my true nature, and I was driven from the village
  • out his own status to risk it for my sake. I was alone. Ev-
  • of the angry mob. I never lingered long in one place before my
    • A Werewolf’s Confession