WEREJAGUAR R.C.C.

Despite contrary belief that all werebeasts are man-eaters, the jaguar people (along with the werepanthers) prey mostly on animals, and in Rifts World, other supernatural creatures. In fact, the werejaguars are an instinctive enemy of vampires. The udnead also prove an exciting and challenging foe. Werejaguars enjoy deadly games of sport and delight in the challenging combat offered by vampires, humans, D-Bees and other intelligent life forms. Like most cats, the fun of recreational hunting is the stalking, chase, and capture of the prey. Unless you are a vampire, there is a good chance of being let free after the 'cat and mouse' game is over.

Werejaguars roam the southern forests of Mexico and parts of the Yucatan and South America. The old Mayan ruin of Palenque (Southern Mexico, near the Yucatan) is the lair for a community of an estimated one hundred werejaguars and is known as the Domain of the Jaguar People. Most locals leave the jaguar people alone, because they protect the area from vampires and are not too troublesome if not antagonized. The werebeasts living in an established community collect the occasional object of value, such as some gold, silver, gems, weapons, and works of art (decorations).

R.C.C.:
Werejaguar - natural jungle hunter

Average Life Span:
300 years

Size and Weight:
Habitat:
The werejaguar is commonly found in southern Mexico, Central America and South America.Only the occasional adventurer or tribe rogue is found in other parts of the world. Prefer warm climates, jungles and tropical forests.

Enemies:
Supernatural predators, and leery of humanoids.

Allies:
May join forces with other supernatural creatures or individuals who have proven themselves to be friends. Very loyal to friends.

Alignment:
Any, but typically anarchist or evil.

Attributes Of The Werejaguar:
The number of dice are indicated as follows:-
Hit Points:
(Special) 6D6+10 (see Armour Rating)

Armour Rating:
(Natural / Special) Like the vampire, the werejaguar is invulnerable to most weapons, including mega-damage energy weapons, explosives, bullets, fire, wood, steel, poisons and toxins. However, also like the vampire, werejaguars are vulnerable to ordinary silver. Weapons that have at least 50% silver content inflict double damage to the supernatural beings. Thus a silver-plated dagger, which normally inflicts 1D6 S.D.C. damage, inflicts 2D6 points of damage direct to the creature's hit points. Although werejaguars possess bio-regenerative powers, they are nothing like the vampire's, so being bludgeoned or stabbed by silver can kill the creature without requiring decapitation and staking.

Horror Factor:
Combat:
In addition to probable attribute bonuses, the werejaguar gains the following:-
Note: All S.D.C. damage from claws or bite inflicts full damage to the hit points of vampires and other werebeasts.

Bonuses:
Hit points and skill proficiencies increase with each level, no special skill bonuses unless indicated.

R.C.C. skills:
R.C.C. Secondary Skills
The werejaguar can learn a total of 8 additional Secondary skills at first level and 2 additional skills at levels: 3, 6, 9, 11, 14.
Available skll categories include:-
O.C.C.s:
None.

Natural Abilities:
The abilities listed are specifically for the werejaguar, other werebeasts may differ:-
Magic:
I.S.P.
5D6.

Psionic Abilities:
P.P.E. Points
2D4x10 +10

Typical Equipment
No starting equipment, they usually don't need any.

Money
The werejaguar may gain money on travels, but this is rare.

Bionics:
None.

Cybernetics
None.

Notes:
Community oriented and gather in small tribes of 2D6x10 members, although typically hunt alone or in a small group of three or four.

NPC Experience Level:
Average character: 1D4+1 levels.

Experience Level Table
  1. 0-2.050
  2. 2,051-4,100
  3. 4,101-8,250
  4. 8,251-16,500
  5. 16,501-24,600
  6. 24,601-34,700
  7. 34,701-49,800
  8. 49,801-69,900
  9. 69,901-95,000
  10. 95,001-130,100
  11. 130,101-180,200
  12. 180,201-230,300
  13. 230-301-280,400
  14. 280,401-340,500
  15. 340,501-400,600