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:
- Human Form: 6-7ft. (1.8-2m) tall.
- Humanoid Monster Form: 6-7ft. (1.8-2m) tall.
- Animal Form: 4ft. (1.2m) tall at the shoulder, 8ft. (2.4m) long
from tip of nose to buttocks (tail is comparitively shorter than in
most big cats being typically a third of the body length only).
- All Forms: 200-300lbs. (90-136kg).
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:-
- I.Q.: 2D6+2
- M.E.: 3D6
- M.A.: 4D6
- P.S.: 4D6 (never less than 16)
- P.P.: 4D6 (never less than 16)
- P.E.: 4D6
- P.B.: 4D6
- Spd: 6D6
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:
-
Does not apply when in human form.
- 12 in their natural humanoid monster
form.
- 10 in animal form (usually a jaguar is H.F.: 8, but this form is
much larger than normal).
Combat:
In addition to probable attribute bonuses, the werejaguar gains the following:-
- 5 attacks/actions in Humanoid Monster form
- 5 attacks/actions in Animal form
- 2 attacks/actions in Human form
- +1 Initiative
- +2 to Strike
- +2 to Parry
- +2 to Dodge
- +4 to Pull Punch
- +4 to Roll With Impact/Fall
- +6 to Save Vs Horror Factor
- +2 to Save Vs Psionics
- +2 to Save Vs Magic
- Human form punch: 2D6 S.D.C. damage +P.S. bonus
- Restrained Claw: 4D6 S.D.C. damage +P.S.bonus
- Full Strength Claw: 1D6 M.D.C. damage, counts as 1 attack
- Power Punch Claw: 3D6 M.D.C. damage, counts as 2 attacks
- Normal Bite: 2D6 S.D.C. damage
- Power Bite: 1D4 M.D.C. damage, counts as 2 attacks
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:-
- Acrobatics 80% (to all base Acrobatic Bonuses, if lower)
- Bio-regeneration: Restores 2D6 hit points per hour (passive, no concentration required).
- Climb 90%/80%
- Keen colour vision
- Keen hearing
- Leap 30ft (9m) high or lengthwise from standing position
- Limited invulnerability: See Armour Rating. The werejaguar is
vulnerable to magic, psionic attack, and weapons made of silver (double
damage). Wolfbay and garlic will hold all werebeasts at bay, like a
vampire, but the cross, sunlight, and running water have no adverse
effect. Powerful mega-damage attacks and explosions that inflict great
amounts of damage may knock the creature down or stun it. Use the Knockdown/Impact Table.
- Nightvision 300ft. (91.5m)
- Prowl 80%
- Shape-Changing power: The myth is werebeasts are human by day and
beast by night, but this is not true. The werebeast can shape-change at will, day or night. The metamorphosis
takes about 15 seconds (1 melee) and there is no limit to the number of
times the creature can perform the metamorphosis or how long to
maintain that particular shape. The creatures are cunning and generally
assume the less frightening form of human or animal during the bright
sunlight hours when humans are on the prowl, and into the
humanoid-monster form or animal shape during the night. also, since
they are nocturnal hunters, they tend to sleep most of the day and are
active during the night. The three forms are: human, animal, and the
natural humanoid-monster form (half-human half-animal).
- Speak while in animal form.
- Swimming 60%
- Track by smell 60%
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
- 0-2.050
- 2,051-4,100
- 4,101-8,250
- 8,251-16,500
- 16,501-24,600
- 24,601-34,700
- 34,701-49,800
- 49,801-69,900
- 69,901-95,000
- 95,001-130,100
- 130,101-180,200
- 180,201-230,300
- 230-301-280,400
- 280,401-340,500
- 340,501-400,600