GENERIC ROLE-PLAYING GAME CHARACTERS

WEREWOLF

Val	Char	Cost	Roll	Notes
25	STR	15	14-	Lift 800 kg; 5d6 HTH [2]
25	DEX	45	14-	OCV:  8/DCV:  8
25	CON	30	14-
15	BODY	10	12-
13	INT	3	12-	PER Roll:  14-
11	EGO	2	12-	ECV:  4
20	PRE	10	13-	PRE Attack:  4d6
10	COM	0	11-
10	PD	5		Total:  10 PD (2 rPD)
10	ED	5		Total:  10 ED (2 rED)
5	SPD	15		Phases:  3, 5, 8, 10, 12
10	REC
50	END
50	STUN	10		Total Characteristic Cost:  150

Movement:	Running:	5”/10”/20”
		Leaping:	3”/5”/10”
		Swimming:	1”/1”/2”

Cost    Powers & Skills
24	Natural Weaponry:  Multipower, 30-point reserve; No Knockback (-¼)
2u	Claws:  HKA 1d6 (2d6 with STR), Autofire (2 Shot, +¼), Reduced Endurance (½ END, +½); No Knockback (-¼), END 2
2u	Bite:  HKA ½d6 (1d6+1 with STR), Armor Piercing (+½); No Knockback (-¼) plus Major Transform 1d6 
	(humanoid into werewolf); Only at Night (-½), No Knockback (-¼), Linked (-½), HKA Must Do Body (-½), END 6

15	Regeneration:  Healing 2½d6 (2½ BODY per Turn), Reduced Endurance (0 END; +½), Persistent (+½); 
	Self-Only (-½), Extra Time (1 Turn; -1¼), Not versus Silver Weapons (-½)
40	Toughness:  Damage Reduction, 50%, Resistant, Physical and Energy; Not versus Silver Weapons (-¼), 
	Not versus Exotic Attacks (NNDs, et al, -¼)
2	Tough Hide:  Damage Resistance (2 PD/2 ED)
2	Furry Hide:  Lack Of Weakness -2 for Normal Attacks
8	Fast on His Feet:  Running +4” (10” Total) , END 2
-1	Furry:  Swimming -1” (1” Total), END 1
10	Tracking Scent:  Discriminatory Smell, Tracking
6	Cunning Instincts:  +2 PER
3	Canine Hearing:  Ultrasonic Hearing
5	Eyes of the Night:  Darkvision

	Rage
5	Rage:  +20 END; Only Usable when Enraged/Berserk (-1)
4	Semiconscious Rage:  +10 STUN; Only to Prevent Unconsciousness (-½), Mandatory Berserk (-1)
7	Pain-Induced Rage:  +10 CON; Only to Prevent Being Stunned (-1), Mandatory Berserk (-1)

	Gnosis
8	Stepping Sideways: Extra-Dimensional Movement  (Any Dimension, Any Location); Must Enter Penumbra 
	First and Pass Through Intervening Dimensions (-1), Not Usable when Enraged/Berserk (-¼), Extra 
	Time 1 Minute (-1½), Activation Roll 8- (-1½), Concentration (½ DCV, -¼), END 10
19	Jam Technology:  Suppress Technological Powers 5d6 (Two Powers Simultaneously, +½), Area Of Effect 
	(5” Radius, +1); No Range (-½). 3 Continuing Charges Lasting 1 Minute (-½), Extra Time: Full 
	Phase (-½), Not Usable when Enraged/Berserk (-¼), Increased Endurance (2x END, -½), END 15

	Skills
10	+2 with Hand-to-Hand Combat
3	+2 versus Autofire Penalties

2	Animal Handler (Canine/Lupine) 13-
3	Concealment 12-
1	Language: Garou Body Language (Basic)
2	Language: Garou Howls (Fluent)
3	Shadowing 11-
3	Stealth 14-
3	Streetwise 13-
3	Tactics 11-
3	Teamwork 14-
3	Tracking 11-

Total Powers & Skill Cost:  200
Total Cost:  350

250+   Disadvantages
15	Distinctive Features:  Furry Humanoid (Not Concealable)
25	Enraged:  Under Stress (Very Common), go 11-, recover 11-
10	Physical Limitation:  Furry; Swimming takes 5 END per 1” (Infrequently, Greatly)
20	Psychological Limitation:  Bestial Instincts (Very Common, Strong)
10	Psychological Limitation:  Macho (Common, Moderate)
20	Vulnerability:  1½x STUN and BODY from Silver Weapons (Common)

Total Disadvantage Points:  350

Werewolf is a half-man, half-wolf creature with strong ties to nature.

Personality/Motivation: Werewolf is torn between dual natures – peace and war. Through meditation and attunement with nature, he can tap into his Gnosis powers, and enforce natural order. If, however, his warrior aspect wins out, he loses the ability to commune with nature, and instead gains the powers of Rage.

Powers/Tactics: Werewolf has claws and fangs to attack with, and supernatural toughness to keep going. He’s faster than all but the most extraordinary humans, and regenerates damage, unless it was caused by a silver weapon.


Blaster | Brick | Cleric (Human) | Dragon | Elder Worm | Fighter (Dwarf) | Giant Ape | Martial Artist | Mentalist | Mummy | Robot | Thief (Halfling) | Vampire | Werewolf | Wizard (Elf) | Wraith

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