House Rules: Wolfmen

by Erik Starck

Date: Mon, 13 Jan 1997 22:46:30 -0500 From: Erik Starck To: Multiple recipients of list Subject: Wolfmen [Long]

Here it is. My first TL-created intelligent creature; the proud hunters of the western islands - the wolfmen. A race I fell in love with from day one. Sadly, the way they are depicted in C&T is, well, horrible. They (my wolfmen, that is) have a body much more like the humans. Their legs, for example, are not hindlegs from wolfs, as in the C&T-picture, but more like human legs, and they are more muscular. The adol. skills I am not quite happy with but don't want to change it now, because then the entire TP-cost will change. I also don't know about the talents. Are they balanced?

Hope I don't get flamed by all modem-people out there for this humungus posting...

-= W O L F M E N =-

OVERVIEW

The wolfmen are a people who live by hunting. They have little, if any, kind of horticultural knowledge. They live in caves or primitive tents or huts and are mostly nomadic. Being very close to their predatorily cousins, their entire culture is centered around hunting in one form or the other.

PHYSICAL CHARACTERISTICS

Build and Physiology: Closely resembling a werewolf, mistakes are often made when a wolfman is traveling through human territories. They are usually between 5'10" to 6'8" long (males) and their bodies are furred, except the snout and genitals. Their mouths are full of sharp teethes, making an effective weapon in combat when everything else fails. Their hands and feet have small claws but it produces no extra damage. They are muscular and well built, well suited for a life in the wilderness.

Coloring: Their fur-color range from dark gray to black. Their eyes are dark or yellowish and very well developed. Some wolfmen have eyes that shine in the dark with a gloomy, red light. The few wolfmen who has got old have a more light gray fur.

Endurance: They have a tremendous constitution. While hunting they can stay up two nights with no sleep and in combat they=92re usually not the one to get tire= d first (+10 Exh. points).

Life span: A wolfman can live to be 90 years but seldom does in this harsh, cold world.

Endurance: They are very resilient to magic (+30 Essence and Mentalism) and seldom show any fear (+10 Fear). They also have an above average resistance against diseases (+5).

Special Abilities: Thanks to their powerful jaws they have Bite as a natural weapon (Medium attack, skill is Special Attacks: Bite and its Everyman). Their sensory organs are well developed, especially their smelling sense, granting them Acute Smell (can smell odors up to 100' upwind and 2000' downwind and 50= 0' in still air. +25 to Tracking something based on odor and finally a +10 bonus to the Awareness category when using smell sense.) Their fur is a Tough Skin (AT3) and they have Animal Empathy (+25 Animal Handling) with all Canine races. They have, however, a very short temper. Whenever a wolfman is insulted or offended, or under stress, he or she must roll a d100, add 40 and subtract 3xSD. If the result is over 100, the wolfman lost his temper and makes a violent attack towards the offender. The roll can be modified by the situation.

CULTURE

Clothing and decoration: Wolfmen dress in simple clothing, usually nothing more than a cover or simple robe. The colors are dark and natural, to make hiding in bushes during hunting easier. They have no sense of fashion, but the females usually wear simple jewelry and earrings in the form of stones and ebony. They almost never wear any kind of heavy armor, feeling very restricted in them.

Fears and inabilities: Magic is very unusual amongst wolfmen. Some tribes have a priest or lay healer, but more powerful magic is almost non-existent to them. They are also, as other primitive cultures, very superstitious. Although they fear little, if anything, they dislike magic and everything else supernatural. They fear only the dragons. They have a very short temper but a high code of honor. In most wolfmen societies, disputes are settled with a ceremonial fight. The leader of a tribe is the best fighter.

Lifestyle: They live by the hunt and as a nomadic people, they travel a lot. Staying only at suitable hunting places, they live in simple tents or caves. They are suspicious by nature and dislike most other races but can interact with them without major problems. They hate the orcs and trolls, yet respect them for their strength.

A wolfman tribe is ruled by a single leader. To become a leader one has to defeat the current leader in single combat. If someone openly challenges the leader and loses, he will probably take his own life or leave the tribe. It is a terrible dishonor to lose such a fight. If the challenger stays in the tribe he will have to face the life as someone who's not really accepted by the other, almost an outcast. He will have to live by himself and mind his own business, at least for a while. When a leader dies a natural death (i.e. not in combat) a new leader will be chosen by combat. A ceremonial battle begins and the winner is the new leader.

Marriage and family pattern: Wolfmen mate for life. They are monogamous with the exception of the leader, who usually has a couple of wives to ensure a good offspring. Marriage occurs twice a year, when all young (and old) couples wishing to wed do so. The dates for the marriage is when the day is exactly as long as the night. The wolfmen believes this to be a special day, bringing happiness to the couples. Of course, a great celebration is held those days of the year. Often, many tribes feast together on this day. Howling together under the midnight sun, their feasting can be heard miles away. Divorces are unusual, and the couple rather lies about their situation than divorces. If the situation becomes unbearable, one of the parties usually leaves the tribe in the middle of a dark night, suited for such a purpose. The remaining husband/wife can then after one year wed again. This is so common, it's actually got a name - chritzu.

Religion: Being a people of nature, wolfmen believes in the spirits in all things. The spirit in the most powerful warrior is the strongest. Dead ancestors live in the shadows and watch over the tribe. Also, the wolf is worshipped as the protector- and mother race. They have no gods, but worship spirits of the past. Some very old ancestors can be seen as gods, for example Ra'r Ktuhn, who lived some 5000 years ago and is worshipped for luck in hunting, or Aktohr Ur'rul an old cleric wolfman who lived 4500 years ago, prayed to when someone is ill or hurt and in need of his healing powers.

They have a written language, but most of their myths and legends are told by mouth. The oldest wolfmen in a tribe normally knows amazingly long and many myths. When the night settles after a long day of hunting or moving, stories from the past is being told in the light of a big campfire.

OTHER FACTORS

Demeanor: They are not evil, only shaped after thousands of years in the merciless wilderness into a brutal and hard race. They might seem insensitive and harsh - and that's because they are. They are not, however, totally immune to any emotions. Having many great tale-tellers among them, poetry is not unknown to them. They have a strong code of honor, and even stronger family-ties. Getting into trouble with one wolfman often means being hunted by the entire tribe. A not very pleasant situation.

Living close to other races, such as the sibbicai and the minotaurs, they see them selves as the most advanced and most important race (of course). The sibbicais are not to be trusted, sinister as they are, and the minotaurs are great warriors but bad hunters, making them less worthy. Humans, elves and dwarves are only weird-looking and serves only as trading partners to the wolfmen. They are weak and deserves no mercy in combat.

Language: They talk with a dark, growling voice. The language is simple, it has for example very few nouns. Like the Indians, they name everything after how it looks or appears. Names always means something, like for example Gruht Au'rur means 'sharp bite'.

Because their jaws and tongues are so different from other humanoids, they receive a -10 penalty to all communications on languages in another then their own, sibbicais or minotaurs (or other with similar facial structure). Starting languages: Wolfen (S8, W4), Minotaurish* (S5, W3) Allowed adolescent development: Wolfen (S10, W10), Minotaurish (S8, W8), Common-speech (S4, W4), Hill-speech (S4, W4), Plains-speech (S2, W2), Wood-speech (S2, W2)

Prejudices: They hate most of the dark underground races, but at the same time they respect them for their strength and fighting ability. They see humans and elves as weak, lower beings, at least the wolfmen who does not live amongst humans or elves.

They live close to the minotaurs*, often visiting their villages and they respect the magnificent warriors of that race.

Professions: They are mostly fighters, rouges or in rare cases rangers. Amongst humans many wolfmen become bounty hunters. Magic users are very rare but do occur and in such a case it's almost always channeling magic. Essence and Mentalism are practically non-existent.

Training packages: They can learn any training package if it isn't deemed inappropriate by the GM. Hunter is the most common, of course.

Special Skills:

Everyman skills: Hunting, All Outdoor Animal dealing with Canine races,
Tracking, Foraging
Restricted skills: Armor (Heavy)
Standard hobby skills
Hobby skills: Tale Telling, Ventriloquism, Dancing, 2 Athletic Games,
Jumping, Power-striking, Swimming, Distance running, Climbing, Reading
tracks, Tracking, Body Development, Crafts{skinning, trapping, cooking},
Trading, Cultural Lore, Boxing, Wrestling, Animal Handling, Animal Healing,
Animal Training, Foraging, Hunting, Survival Weather-watching, Frenzy,
Ambush, Disarm traps, Setting traps, Trap building, Hiding, Stalking, First
Aid, Orienteering, Any weapon skills, Special Attacks: Bite (new skill)

The individual as a PC: There are many reasons for a wolfman to leave his tribe and go on adventuring. Being dishonored is probably the most common, but marriage problems might also be the reason (see above). Boredom is of course also as valid as any reason. They make excellent warriors but in less enlightened societies prejudices and superstition might make people look at them and treat them less well. But only once... Reports of wolfmen being mistaken for werewolves are common.

OUTFITTING OPTIONS

Armor: They seldom, if ever, wear armor heavier than leather. They are quite content with their strong, natural hide (AT 3), an inheritance from the wolf and think of heavier armor as cowardice.

Money: A wolfman begin game with 1-10 silver in various coins or trading goods worth the same amount, such as furs or meat.

Weapons: A wolfman can wield almost every weapon. While hunting they use spears and bows. They make excellent crossbows, called after the sound it makes, K'thud. Other favorite weapons are the two-handed sword and large daggers, called Rithak.

Weapon: K'thud
Type: MIS
Weight: 6-9
Length: 3-5
Failure: 5
Range Mods: 10/+20 * 25/+15 * 50/+5 * 100/0 * 150/-30
Table used: Hvy crossbow
Armor Mods: +5 on all

Weapon: Rithak
Type: 1HS
Weight: 1.5-2
Length: 1-1.5
Failure: 2
BF: 2
Str: 80
Range Mods: 10/-10 * 25/-20 * 50/-20 * 100/-40 * 150/-70
Table used: Rapier
Armor Mods: +5 on all

BACKGROUND OPTIONS

Extra languages: Elven-speech (S5, W5), East-speech(S5, W5)

Extra money: Any extra money gained from background options are usually gold coins, gems or jewels. It can also be furs, dried meat or other trading goods.

Special items: Wolfmen never receive magical weapons as background options. They might however get a well made bonus weapon, often the k'thud crossbow or rithak dagger. Other items are channeling-based, if magic at all.

Talents: All talents, except the ones involving magic are available. Of course, in the end, it's the GMs decision. The ones in the table below can be used.

TALENT TABLE - WOLFMEN

 01-06  Weak. You suffer from a special -5 bonus to strength,  making you
an outcast of wolfen society. [GREATER -20 points]
07-10 Drooler. Your tongue produces too much saliva making you drool
constantly. This has made it hard for you to speak, giving you a -10 to all
Communications skills and a special -2 penalty to Pr. Standing close to you
while talking is a sure way of getting a shower. [MINOR -10 points]
11-14 Bad teethes. Your teethes are bad and decayed. You can not use them
as a natural weapon. It also gives you quite a bad breath. [MINOR -5 points]
15-18 Hound. Unlike your kindred you are a coward. Instead of the +10 RR
against Fear you receive a -10 penalty. [MINOR -7 points]
19-22 Blood thirsty. Wolfmen normally likes the taste of blood. But you are
special. You are totally addicted to the taste of it. If you don't get at
least 1 liter blood a day you will get a -20 penalty to anything you do.
[MAJOR -10 points]
23-26 Bad stalker. You are totally worthless at stalking. You always manage
to step on a dry twig or make a grunt when you're not supposed to. Now, no
one wants to go hunting with you. -20 in Stalking. [MINOR -5 points]
27-28 Angry ancestor. You have done something to upset an ancestor of your
family. His spirit will do anything to make your life a mess. This is
reflected in a +20 bonus to all fumble-rolls. All results above 100 becomes
100. You hope that one day the spirit will leave you alone. [GREATER: -30
points]
29-36 Master hunter. You are a master at hunting. +30 in Hunting, +20 to
Stalk and Hide skills while outdoors and +20 to all outdoor Tracking
maneuvers. Your people respect you for your talent. [MINOR: 13 points]
37-43 Weather fore-caster. You always seem to have a sense for the upcoming
weather. +50 to weather-watching skill. [MINOR: 3 points]
44-49 Environmental cunning. You always seem to find your way around the
outdoors. +10 to outdoor environmental category. [MINOR: 5 points]
50-52 Master bowman. You receive a special +20 bonus to the missile
category. [MAJOR: 15 points]
53-56 Gruht Au'rur. You have very sharp teethes and have perfected your
Bite-skill. +20 to Bite attack. [MINOR: 7 points]
57-60 Agile. Your Agility potential is raised by +10 to a maximum of 102.
[GREATER: 40 points]
61-68 Calm. The Bad Temper flaw that the rest of your people suffer from
does not become of you. You just remain calm in most situations. [MINOR: 10
points].
69-75 Howl of terror. You have the ability to howl in combat and make all
of your comrades and your self receive a +10 OB bonus for 6 rounds if
they're wolfmen and 3 rounds if their of another race. Opponents receive a
-10 OB penalty for 3 rounds if they fail a RR against your level. While
howling, you act as stunned and it takes two rounds of howling before it
takes effect. [MINOR: 13 points]
76-82 Frenzy of the rabid wolf. You have a certain ability to control a
frenzy. +30 to the Skill Frenzy and +20 to Situational Awareness: Frenzied.
[MAJOR: 20 points]
83-89 Natural leader. You're a natural leader and almost always becomes
chosen as the leader of a hunting team. +25 to leadership skill. [MINOR: 3
points].
90-94 Helping spirit. An old wolfman ancestor likes you. He will help you
once a day by giving you +15 to any one static maneuver skill roll (must be
a D100). You can choose the skill roll yourself by calling upon him (takes
1d3 rounds) before attempting the skill. [MAJOR: 20 points]
95-00 Gift of the wolves. You are gifted with extraordinary stats. You
receive a special +3 bonus to Ag, Co, Qu and St. [GREATER: 35 points]

Body Development Progression: 0/6/5/2/1
Channeling Development Progression: 0/6/5/4/3
Essence Development Progression: 0/4/3/2/1
Mentalism Development Progression: 0/3/2/1/1
Life span: A wolfman normally lives 70-90 years.
Soul Departure: 12 rds=09
Race Type: 3
Starting languages: Wolfen (S: 8, R/W: 4), Minotaurish* (S:5, R/W: 3)
Required sleep: 6 hrs=09
Endurance: +10 Exh. pts
Days without sleep: 2 days
Recovery Multiplier: x0.75 times normal rate
Size: A male wolfman normally stands 5'10" to 6'8" tall and a female is
slightly shorter.

RR against:
Essence		+30
Mentalism		+30
Fear			+20
Disease		+5

Stat Bonuses:    
Ag		+2	Em		-2
Co 		+2	In		0
Me		 0	Pr 		-2
Re		0	Qu		+4
SD		 -4  	St		+4

Adolescent skill ranks:
Athletic Brawn - Category		1
Athletic Endurance - Category	1
    Swimming				1
Athletic Gymnastics - Category	1
    Climbing				1
Awareness Perception - Category	N/A
    Alertness				4
Awareness Searching - Category	1
Body Development - Skill		3
Communications - Category		1
    Language Skills			4
Lore, General - Category		2
    Own Region**			3
    Wolfmen Culture			3
Outdoor, Animal - Category		1
Outdoor, Environmental - Category	4
Subterfuge, Stealth - Category	3
     Stalking				2
     Hiding				2
Tech./Trade, General - Category	1
Weapon, 1H Edged - Category		1
     1 Weapon				1
Weapon, Thrown - Category		2
     1 Weapon				2
Weapon, Missile - Category		2
     1 Weapon				2
Weapon, Missile - Category		2
     1 Weapon				2
Weapon, 2H - Category		1
     1 Weapon				1
Hobby Ranks				12

Everyman skills: Hunting, All Outdoor Animal dealing with Canine races,
Tracking, Foraging
Restricted skills: Armor (Heavy)
Hobby skills: Tale Telling, Ventriloquism, Dancing, 2 Athletic Games,
Jumping, Power-striking, Swimming, Distance running, Climbing, Reading
tracks, Tracking, Body Development, Crafts{skinning, trapping, cooking},
Trading, Cultural Lore, Boxing, Wrestling, Animal Handling, Animal Healing,
Animal Training, Foraging, Hunting, Survival Weather-watching, Frenzy,
Ambush, Disarm traps, Setting traps, Trap building, Hiding, Stalking, First
Aid, Orienteering, Any weapon skills, Special Attacks: Bite (new skill)
Racial Abilities: Bite as a natural weapon, Acute Smell, Tough Skin (AT3),
Animal Empathy (+25 with Canine races)
Racial Flaws: Bad Temper, Misshaped jaws (-10 Communication)
Talent Points:  50

* Wolfmen on my world, Marda, lives close to the minotaurs. On other worlds
this should be Common language instead.
** In Marda: Varg=F6.
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Erik Starck
RPG-page @: http://oden.rsn.hk-r.se/~skweetis/skweetis.html
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