Lycanthrope

Page 79 of Your Story.

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Musts: Must have a High Concept that reflects his nature as a mind-shifting beast-man. In addition, the lycanthrope must take the following supernatural powers; these are always available to the lycanthrope, even with not near the full moon:
* Pack Instincts [-1] (page 165)
* Echoes of the Beast [-1] (page 163)
* Human Form (Involuntary Change) [+2] (page 176)
* Pack Instincts [-1] (page 165)

The lycanthrope must also take:
* Inhuman Strength [-2] (page 183)
* Inhuman Recovery [-2] (page 185)
These additional abilities are affected by the change from the human form and are only available near the full moon.

Some lycanthrope concepts do not require all of these abilities or may provide a different set of abilities during a particular time period or under particular circumstances. If you are interested in any such other possibilities, discuss them with your GM.

Options: None.

Important Skills: Alertness (page 121), Endurance (page 130), Investigation (page 133), Might (page 135), Survival (page 143).

Minimum Refresh Cost: -4

From the Casefiles: Parker (OW205) and his gang of Streetwolves.

Emerald City Blues Notes: Neutral to Setting.