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The Werewolf race requires a starting edge to play. However, the player may take a Werewolf edge for free
When a full moon shines overhead, humans infected with lycanthropy lose control and change into snarling creatures bent on murder. Some embrace their cursed state and revel in the destruction they cause. Many werewolves existed even before the Reckoning, their curse passed through blood and bite from a time before the Old Ones closed off the Hunting Grounds.
Werewolves Suffer a -2 penalty to their Charisma in human form, due to their musky smell and beastial nature.
They also must take the Wanted (Minor) Hinderance after their first murder. The Rangers, and The Agency are on the lookout for such beings.
Werewolves Gain 1 extra point of grit
Werewolves start with a free edge from the werewolf list.
It takes 1 full action to make any change of form, unless the Hero takes an edge.
To become a werewolf, you must be bitten, and die! There is a 50% chance you come back as a werewolf!
Wolf
The stats below are for wolves, hyenas, and the like.
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Guts d6, Notice d10
Pace: 8; Parry: 5; Toughness: 4
Special Abilities
• Bite: Str+d4.
• Fleet Footed: Dogs roll a d10 when running instead of a d6.
• Go for the Throat: Dogs instinctively go for an opponent’s soft spots. With a raise on its attack roll, it hits the target’s most weakly-armored location.
• Size -1: Dogs are relatively small.
Dire Wolf
Dire wolves are very large and feral wolves often used by orcs as attack dogs. They may also be found roaming in packs in the deepest, darkest woods.
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d8, Vigor d8
Skills: Guts d8, Fighting d8, Intimidation d8, Notice d6
Pace: 10; Parry: 6; Toughness: 6
Special Abilities
• Bite: Str+d6
• Go for the Throat: Wolves instinctively go for an opponent’s soft spots. With a raise on its attack roll, it hits the target’s most weakly-armored location.
• Fleet-Footed: Dire wolves roll d10s instead of d6s when running.
Werewolf
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d10
Skills: Climbing d8, Fighting d12+2, Guts d10, Intimidation d10, Notice d12, Swimming d10, Stealth d10, Tracking d10
Pace: 8; Parry: 9; Toughness: 8
Special Abilities:
• Claws: d12+d8+2.
• Fear (–1): Anyone encountering a werewolf in beastly form must make a Guts roll (–1).
• Infection: Anyone slain by a werewolf has a 50% chance of rising as a werewolf themselves. The character involuntarily transforms every full moon. He gains control of his lycanthropy only after 1d6 years as a werewolf, at which point he may make a Spirit (–2) roll to resist the change. Regardless, he always loses control while in werewolf form.
• Immunity: Weapons not made of silver can only Shake werewolves, but not wound them.
• Infravision: Werewolves suffer only half the normal penalty for bad lighting when attacking living targets.
• Weakness: Werewolves suffer normal damage from silver weapons.
• Coup: Harrowed gain +1 Toughness, but suffer double damage from silver weapons.
Dire Werewolf
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12+4, Vigor d12
Skills: Climbing d10, Fighting d12+4, Guts d12, Intimidation d12, Notice d12, Swimming d10, Stealth d12, Tracking d12
Pace: 10; Parry: 10; Toughness: 10
Special Abilities:
• Claws: d12+d10+4.
• Fear (–2): Anyone encountering a werewolf in beastly form must make a Guts roll (–1).
• Infection: Anyone slain by a werewolf has a 50% chance of rising as a werewolf themselves. The character involuntarily transforms every full moon. He gains control of his lycanthropy only after 1d6 years as a werewolf, at which point he may make a Spirit (–2) roll to resist the change. Regardless, he always loses control while in werewolf form.
• Immunity: Weapons not made of silver can only Shake werewolves, but not wound them.
• Infravision: Werewolves suffer only half the normal penalty for bad lighting when attacking living targets.
• Weakness: Werewolves suffer normal damage from silver weapons.
• Coup: Harrowed gain +2 Toughness, but suffer double damage from silver weapons.
Infravision
Requirements: Novice, Werewolf
The Hero can now see in the dark, and only suffer half the normal penalty from bad lighting when attacking living targets.
Claws
Requirements: Novice, Werewolf
The character gains supernaturally sharp claws that cause Str+d4 damage in combat. The claws may be extended or retracted at will.
Improved Claws
Requirements: Seasoned, Werewolf, Claws
The deader’s Claws have become longer and sharper and now inflict Str+d6 damage.
Superior Claws
Requirements: Veteran, Werewolf, Claws, Improved Claws
The deader’s Claws have become longer and sharper and now inflict Str+d8
Dire Claws
Requirements: Heroic, Werewolf, Claws, Improved Claws, Superior Claws
The deader’s Claws have become longer and sharper and now inflict Str+d10
Spook
Requirements: Novice, Werewolf
The Werewolf draws upon the power of the Beast within him to lend a little extra substance to his intimidating glare or grating voice. When the Werewolf makes an Intimidation roll and scores a raise, Extras are panicked and Wild Cards must roll on the Fright Table (see the Savage Worlds rules).
Stitchin’
Requirements: Novice, Werewolf
A Werewolf with stitchin’ regenerates damage much faster than normal—he may make natural Healing rolls every day, provided he consumes a pound of meat for each attempt, as usual.
Improved Stitchin’
Requirements: Veteran, Werewolf, Stitchin’
As above, but the Werewolf may roll every hour.
Supernatural Attribute
Requirements: Novice, Werewolf
Supernatural attribute immediately improves any one attribute two die types (a d12 becomes a d12+2, and so on). This Edge may be taken up to five times, once for each attribute. Note that it does not apply to skills.
Natural Senses
Requirements: Novice, Werewolf
+2 to Notice and Tracking
One with the Forest
Requirements: Novice, Werewolf
+2 to Stealth and Survival
Weapon Immunity
Requirements: Heroic, Werewolf
The Hero is immune to normal weapons in any form.
Infection
Requirements: Veteran, Werewolf
Infect a victim with were disease with claws while still a human, or with bite while a wolf
Shift to the Wolf
Requirements: Seasoned, Werewolf
Spend a chip of any type and turn into a wolf with the stats above. This lasts for a number of minutes equal to his Spirit x2
Shift to Dire wolf
Requirements: Veteran, Werewolf, Shift to the Wolf
Spend a chip of any type and turn into a dire wolf with the stats above. This lasts for a number of minutes equal to his Spirit x2
Form Change Speed
Requirements: Seasoned, Werewolf
Speed changes from full action to standard action
Form Change Speed 2
Requirements: Veteran, Werewolf, Form Change Speed.
Speed changes from standard action to free action
Hybrid Form
Requirements: Heroic, Werewolf, Shift to the Wolf, Shift to Dire Wolf
By spending a chip, the were can change into hybrid form outside of full moon. This lasts for a number of minutes equal to his Spirit x2
Strengthen the Beast
Requirements: Veteran, Werewolf, Shift to the Wolf
Double the amount of time that the Hero can be in a different form.
Conscious Under the Moon
Requirements: Heroic, Werewolf
Still change under moon, but stay in control of character
Control Under the Moon
Requirements: Legendary, Werewolf, Conscious Under the Moon
Can control change under moon
Dire Wolf Hybrid Form
Requirements: Legendary, Werewolf, Shift to the Wolf, Shift to Dire Wolf, Hybrid Form
Wolf hybrid form becomes dire wolf hybrid form This lasts for a number of minutes equal to his Spirit x2
Call of the Wolf
Requirements: Seasoned, Werewolf, Arcane Backgroung (Shamansim)
Shamans are closer to the Wolf spirit now. Gain +2 to Tribal Medicine skill
Were-beasts are something to fear in the dark. These creatures have existed for as long as man has stood on two legs. These creatures are not always solitary hunters, they often form packs, tribes or communities in remote areas.
They too have legends. Stories to scare their young into behaving, tales told around a fire by the elders. The most horrific legend is a beast that is formed by multiple exposer to different were bites or blood. This creature, infected by different types of weres, heals faster, moves quicker, is stronger than any type of single were alone. It changes at lightning quickness. And, this horror can keep being infected by new were types after its first full moon. It was said that the chimera's of legend were of this type of creature. Some were cultures often worshipped them as gods. But, what the weres fear about this creature more than any other, was its capacity to hunt down other weres. That these abominations could over match a group of weres in the speed of a heartbeat. This beast's favorite prey is were flesh. Or so the legends say...