Wolf

Beast; Minor; White Soul (120)

Stats

CharacteristicValueAttributeValueSkillValue
Strength25Hit Points15Combat60
Endurance30Wound Thr.5Magic-
Agility40Magicka15Evade50
Intelligence15Stamina3Observe70
Willpower30Initiative+8Stealth60
Perception30Action Pts.3Knowledge-
Personality5Speed10mSocial-
Morale50SizeSmallPhysical45

Weapons & Armor

  • • Bite: 1d6; Slashing; Reach 1m

Special Abilities

  • • 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.

Traits

  • • Bestial
  • • 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.
  • • Dark Sight
  • • Diseased (-20): If the creature successfully deals damage to
  • an undiseased target with their natural weapons, the target
  • creature must succeed on a -20 Endurance test or contract
  • a Common Disease.
  • • Quadruped
  • • Teamwork: Gains a bonus DoS on any attack rolls made
  • while an ally with Teamwork is in Reach of the same target.
  • • Unrelenting: Targets cannot Disengage while within Reach
  • of a Wolf.
  • Acrobat
  • “Acrobat” is a polite euphemism for agile burglars and second-story
  • men. These thieves avoid detection by stealth and rely on mobility

Encountering Wolf

Traits • Resist (Frost, 8) • Savage: Rolls damage twice and takes the highest result. at- Wolves can be found across Tamriel, but are more common in the colder or temperate climes. They are pack hunters, traveling in family groups of around a dozen. They work together using concentrated efforts to bring down prey much larger than themselves. Surprisingly cunning, wolves are lead by a pack alpha, who can coordinate complex hunting plans among their followers. Many an unfortunate adventurer has found themselves outflanked and outwitted by the devilish creatures. Notorious for hunting livestock, wolves often have a price on their heads by local authorities, not to mention the hazard they pose to isolated villages and unsupervised children. Wolves in combat will focus on the weakest members of a group, and drag them to the ground, while using their teeth to cripple and thrash prey into submission. Wolves are capable of coordi- nated attacks and devious plans, and in large numbers can be a formidable foe for even experienced adventurers.

Loot

  • On a +30 Survival test, a character can remove the wolf ‘s
  • pelt, worth 25 drakes, over the course of a Short Rest. Ice
  • Wolf pelts are worth 50 drakes. If the character fails this
  • test, the pelt is spoiled, halving its worth.
  • On a +20 Survival test, a character can, over the course of
  • a Long Rest, turn a wolf pelt into one piece of Full Wolf
  • Fur armor. Wolf Fur armor is exactly the same as regular
  • Fur. Ice Wolf Fur armor grants an additional +2 Frost
  • Resistance. Failing the crafting test spoils the pelt, halving
  • its worth and rendering it useless.
  • On a +20 Simple Survival test over a Short Rest, a character
  • can harvest DoS days’ rations of wolf meat, which will spoil
  • within a day if not properly preserved.
  • On a +0 Alchemy test, a character can harvest the wolf ‘s
  • heart over a Short Rest. A wolf ‘s heart is an Uncommon
  • Alteration ingredient.
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