Werefoxes
Those that find themselves under the influence of this therianthropy, like the werecoyotes and werevolves, take on some physical characteristics of a fox. Predominately, their becomes streaked with silver, red, or grey. Their ears, if not already pointed, become pointed and sharp-looking. Their eyes become flecked with silver. The shape of their eyes become more almond in shape.
In their hybrid form werefoxes retain their humanoid form but with a fox-like head, sprout a fox-like tail and their body becomes covered in silver, red, grey fur or a combination of these primary colors. Their arms become spindly, and their hands in claws. Their legs alter and become more fox-like in shape and function.
When they fully transform into their full animal form. They become large, three-to-four foot, foxes of red, silver or grey
. Jakara and Kanus are immune to this therianthropy.
Werefoxes are one of the three Kyree therianthrope along with werewolves and werecoyotes. They are considered the "lower" form of these therianthrope types. Those with this therianthropy tend to develop specific personality traits. Most become self-centered, hedonistic and vain. Others seem to develop the exact opposite traits: empathic, other centric and loyal. Most of those that have this therianthropy tend to come mostly Aelwyn, Ha'Vatu, human and Ta' Jahu communities.
Species Adjustments
These are the adjustments that a character with this therianthropy gain in addition to their character.
Merit Point Increase: +1500 per rank in addition to normal Species Merit Cost
Health Points: +10
Attributes: +10 to Agility and Perception; OR
+10 to Wits and +10 Charisma
Move: Gain +15 to Base Movement
Vulnerability: Weapon Vulnerability (Cold Forged Iron) A werefox is particularly vulnerable to the use of cold forged weapons. When this weapon is used against them they suffer additional 2d10 of bonus damage.
Therianthrope Special Abilities in Humanoid form:
Animal Telepathy: A therianthrope-humanoid can mentally communicate with its specific animal types (rats, wolves, bears, bats, drakes, tigers, apes, etc.) within 90’.
Berserk: When a therianthrope-humanoid enters combat, there is a cumulative 10% chance each turn that it will go berserk. The uncontrolled creature goes on a rampage, attacking the nearest foe or smashing some object smaller than itself if no target is within reach, then moves on to spread more destruction. It gains a +25 bonus for Attacks, gains 1 additional Full Action per turn, but suffers a -50 penalty to Physical Defense Checks. This lasts for d10+2 turns or until a therianthrope-humanoid is dead.
Hard to Kill: Anytime that a therianthrope-humanoid is reduced to 0 health it may make a Stamina Check. If successful a therianthrope-humanoid continues to fight and move on. A therianthrope-humanoid must make a new Stamina Check each time it is hit or once per turn until it can be healed or is killed. If it fails the check it dies instantly.
Natural Armor: The therianthrope-humanoid has a natural armor of (Stamina Modifier x3).
Regeneration: A therianthrope-humanoid can regenerate Health Points equal to (their Stamina modifier) health points per hour, along with regenerating lost limbs.
Hybrid Form Statistics
Werefoxes
Health Points: +10 (to PC Base)
Attack Skill: +5 (to PC Base)
Initiative: +10
Attacks: Claw/Bite (4/7;)
Armor: Thick Skinned (Light Armor) (10); +5 Armor Absorb vs. Bludgeoning and Slashing weapon types
Physical Defense: +20 (to PC Base) Magical Defense: +15 (to PC Base)
Divine Defense: +10 (to PC Base) Jinhu Defense: +10 (to PC Base)
Move: +15 (to PC Base) Luck Points: 2 Vision: Heightened Nightvision
Attributes: Str: +15, Agi: +20, Per: +20
Wits: +10, Cha: +10
Special Abilities
Bay Whenever a werefox bays the creature can cause living creatures, other than other werefoxes, within 60' radius to make a Wits check at a TS of 4 or become Scared (see Fear in Legends of Kralis). This is not a sonic attack and takes a Move Action to perform.
Crazy Like a Fox Three times per day a werefox is able to cleverly outwit its opponents. Targets are granted an opposed Wits check against the werefox. Those that fail are considered at a disadvantage against the werefox for 1 turn per its Wits modifier. This causes opponents to suffer -1 Success penalty per rank of the werefox to all checks made against the werefox (defending against, attacking, or attempting skill checks against the werefox for any reason.)
Freedom A werefox can use this ability to ignore any ability, spell or power that would normally cause the creature to become held or forced into not being able to move or move slower. This does not include knock downs or knockouts orthe use of physical things such as ropes or chains. At the Game Master’s option, this may be overruled by certainpowerful creatures’ abilities.
Like a Ghost Three times per day as a Basic Action a werefox is able to become nearly invisible (75% Concealed) for 3turns.
Immunity (Normal Weapons) A wereape is immune to all damage from normal weapons.
Animal Form Statistics
Fox Form (Small Sized; 3-4')
Health Points: 56
Attack Skill: 116/106
Attacks: Claws (3) or Bite (4); +9 Agi Dmg
Armor Type: Tough Hide (Light Armor) (10); +5 vs. Bludgeoning and Piercing
Physical Defense: 66 Magical Defense: 52
Divine Defense: 51 Jinhu Defense: 49
Str: 56 (1), Sta: 59 (1), Agi: 99 (9), Per: 87 (7)
Int: 76 (5), Wits: 79 (5), Will: 75 (5), Cha: 71 (4)
Move: 20’ Vision: Heightened Nightvision
Skills
Alertness 67, Evade 74, Search 74, Stealth 74, Track 66
Special Abilities
Abundant Leap As a Move Action a werefox has the ability to leap and jump up to double its normal movement.
Frenzy Three times per day as a Simple Action for 1 turn a werefox can enter into a frenzy that grants it a bonus of 2d10+5 points of natural armor and gains 2d10 points in bonus attack damage.
Keen Sense Werefoxes gain half their Wits Modifier as bonus successes to checks that use Perception Sight or Smell.