HGd10PHB - Kind - Were-kin
Were-kin come in two varieties, kind and monster. The monster version is not under consideration here. Instead, we will be focusing on the playable character kind. The monstrous version can be found in the Creature Codex.
Were-kin is actually an eclectic term that refers to a variety of kinds under a larger umbrella. The origin of the were-kin is somewhat different on each world, but the overall aspects tend to run true. So much so, that were-kin of the same species or related species still breed true on different worlds. There are many typical animals that are included, but also animal kinds local to any given world.
When were-kin transform, one of two things happen: their clothes remain as they are, which may hamper the new form or destroy the clothing, or all clothing and gear are subsumed into the non-humanoid forms for the duration of the transformation and are as if they do not exist. Loar were-kin typically do the latter, while Majarcanian do the former for their battle form and the later for their animal form.
When shifting from one form to another, the Calculated Characteristics do not get recalculated. They shift, just like the Base Characteristics.
Below are a few of the most common land-based were-kin divided by animal kind.
These creatures are not half-breeds in that they are not the result of one kind of parent breeding with another kind of parent such as human-elf half-elfs. Instead, they are an amalgam of humanoid and animal traits that can shift through two or three different forms in various circumstances, some even at will. There are a host of combinations for were-kin as they can be any base kind enhanced by any animal kind. The humanoid form has the same statistics as the base humanoid form, though they tend to favor Base Characteristics related to their were-form.
The animal form is indistinguishable from the normal animal form even from close inspection, unless a character has extensive experience with and knowledge of animals (DS 60 to distinguish). Only two major differences exist. First, the animal forms retain the basic human-level intelligence, though it may be reduced mildly in animal form. Second, the were-kin can still speak in animal form. This speech may be somewhat difficult to understand based on some of the physical difference such as a dog's snout or a beaver's big teeth. This speech difficulty is more asthetic than problematic, though it will be up to the player and GM to decide if a certain animal form actually produces a numerical penalty on communication.
The animal form can be maintained indefinitely.
Battle form can take one of two major forms, usually dependent on both the world the were-kin is from and the animal type. For instance, on Loar, were-kin battle forms are more like the animal form in shape and function, while on Majarcania, they are more humanoid with animal features. In either case, there is a gestalt of the two other forms that can result in a powerful opponent. If your world has a more human-like battle form, then mystical skills may be used as normal (like Were-rodents).
The battle form can be maintained for a number of minutes equal to the Were-kin's Favored Characteristic before reverting back to animal form. After that 4 hours of non-combat activity or 1 period of Downtime is needed before Battle Form can be reassumed.
Were-bears focus on Strength and Consitution, but many of them are also very wise (Wisdom).
Were-bear humanoid forms are often taller and more muscular than the average human. They tend to be hairy, even the females, with coloring similar to their animal forms. It is up to the player how this looks stylistically.
- Favored Base Characteristic: STR
- Bonuses to Base Kind: +3 STR; +2 CON; +2 WIS; +20 LIFE (permanent); Regenerate 1 LIFE/Minute (no limbs)
Were-bear forms mimic exactly whatever kind of bear they are: black, brown, grizzly, or other local kinds. See the Creature Codex for more information.
- Bonuses: Regenerate 1 LIFE/Rd (no limbs)
Battle form for bears is typically stronger and more durable than either of the other forms. They are savage tanks capable of crashing through enemy defenses while taking enormous amounts of damage.
- Bonuses: +8 STR; +8 CON; +4 WIS; +60 LIFE (temporary); Regenerate 4 LIFE/RD (limbs); + 1 SPD; +15 Hand to Hand; +15 Natural Armor (No Armor Skill); Multifighter; Last Battle
- Detriment: -3 AGL; -3 INT; -3 SPI; -2 PRS; Living Target(1); Weakness - Tethril (Platinum)
- Size: Mammoth
Were-canines (were-dogs, were-wolves, were-foxes, etc.) can vary greatly from breed to breed and among different worlds [E.g. Majarcania actually has two breeds of closely related were-canine; werewolf and werewulf]. The following is the standard. The GM can modify as they see fit for their world.
Were-canine humanoid forms will mimic their canine forms in appearance. A bulldog might be chunky with a flat face, while a fox might have angular yet sleek features. Their hair will echo their animalistic coloring as well. It is up to the player to design a look that subtly reflects their animal form.
- Favored BC: CON
- Bonuses: +1 CON; +5 LIFE (permanent); Regenerate 1 LIFE/Minute (no limbs)
Were-canine forms mimic exactly whatever kind of canine they are: wolf, dog, fox, jackal, coyote, etc. See the Creature Codex for more information.
- Bonuses: Regenerate 1 LIFE/Rd (no limbs)
Battle form for canines is typically more durable than either of the other forms. They tend to use a flanking style of combat and fight in packs when possible.
- Bonuses: +5 CON; +2 STR; +5 PRC; +50 LIFE (temporary to form); Regenerate 5 LIFE/RD (limbs); + 1 SPD; +30 Senses (Smell); +15 Natural Attack (Bite); +25 Hunting; 20m Base Movement rate
- Detriment: -5 SPI; -5 INT; -3 BEA; No spellcasting with material components; Bloodlust(3); Weakness - Arguril (Silver)
- Size: Large
Were-cats are more likely to be based on one of the larger cat types rather than house cats, though those do exist. Were-cats focus on Agility, Speed, and Stealth for most of the species, though some of the largest types focus on Strength.
Were-cat humanoid forms are often slender, sleek, and have typical hair for their race while echoing their animalistic coloring. For example, were-panthers may have dark hair while were-tigers may have auburn hair with dark side-bangs. It is up to the player to design a look that subtly reflects their animal form.
- Favored BC: AGL
- Bonuses: +2 AGL at creation; +10 LIFE (permanent); Regenerate 1 LIFE/Minute (no limbs)
Were-cat forms mimic exactly whatever kind of cat they are: panther, puma, tiger, lion, hyena, etc. See the Creature Codex for more information.
- Bonuses: Regenerate 1 LIFE/Rd (no limbs)
Battle form for cats is typically more agile and fast than either of the other forms. They are prone to use hit and run tactics in combat, striking then fading into the background until they can maneuver for another strike at speed.
- Bonuses: +5 AGL; +2 STR; +5 CON; +5 PRC; +45 LIFE (temporary); Regenerate 2 LIFE/RD (limbs); + 1 SPD; +5 MYR; +2 REC; +20 Climbing; +10 Jump; +10 Hunting; 20m Base Movement rate
- Detriment: -3 SPI; INT; -3 WIS; -3 PRS; No spellcasting with material components; Weakness - Chrusil (Gold)
Were-rodents focus on Intelligence, Perception, and either Beauty or Wisdom for survival and success. While some may appear like rats or other less savory rodent breeds, others are cuter and capitalize on that. Were-rodents more than any other look like their animal forms even in humanoid form.
Were-rodent humanoid forms are often short and have typical hair for their race while echoing their animalistic coloring. However, were-rodents have at least one animal trait that remains with them in humanoid form. For example, were-bunnies likely have long bunny ears rather than human ears, or a were-rat might have whiskers or a long, furless tail. It is up to the player to design a look that subtly reflects their animal form and which overt animal trait their human form retains.
- Favored BC: PRC
- Bonuses: +2 PRC; +1 PRS; +1 BEA; +1 SPD; Regenerate 1 LIFE/Minute (no limbs)
- Detriment: -1 STR; Automorph*
Were-rodent forms mimic exactly whatever kind of rodent they are: rat, mouse, bunny, beaver, porcupine, etc. See the Creature Codex for more information.
- Bonuses: Regenerate 1 LIFE/Rd
Battle form for rodents is typically more agile and fast than either of the other forms. Were-rodents are the only were-creature that retain any humanoid properties when in battle form. However, their rodent features are far more numerous and pronounced than regular humanoid form. Because of this, they retain their spellcasting capacity when in battle form. Were-rodents favor ranged attacks and staying out of Focus for enemies.
- Bonuses: +6 AGL; +8 PRC; +25 LIFE (temporary); Regenerate 3 LIFE/RD (limbs); + 2 SPD; +10 Jump; +10 Stealth; 25m Base Movement rate
- Detriment: -5 CON; -5 STR; Automorph*; Weakness - Aerion (Titanium)
Were-rodents tend to morph into their Animal Form when significantly intimidated or threatened. Their instinct is that this form grants them a smaller size and greater speed to successfully flee from danger. The Automorph is 3d10 versus 1d10+SPI to resist. After 1 minute, they may attempt another SPI check to revert back if the danger is still present. 10 minutes after they believe the danger is gone, a were-rodent may revert back to humanoid form. Automorph morphs their gear as well.
Were-kin are wild and adventurous by nature and love to join adventuring parties that are not prejudiced against them. They will serve in whatever capacity their were-form is best at and provide a valuable asset to the group in doing so. Many were-kin will prefer to join groups that are seeking to tackle injustices, particularly prejudice or discrimination based on kind. They also make good mediators between kinds and are excellent at seeking non-violent solutions when that option is available.
- Hero's Guild Players Handbook Home
- Chapter 1 - Creature Kinds
- Chapter 2 - Primary Characteristics
- Chapter 3 - Skills
- Chapter 4 - Traits and Foibles
- Chapter 5 - Physical Combat Skills
- Chapter 6 - Mystical Skills
- Chapter 7 - Equipment
- Chapter 8 - Crafting
- Chapter 9 - Knowledge Social and Movement Skills
- Chapter 10 - Optional Classes
- Chapter 11 - Rules of Engagement