Adventures in Arcadayn

Nonhuman Races of Arcadayn: Shapeshifters ("Weres")

By Tim Emrick


The following types of shapeshifters are available options for PCs in Arcadayn: Swanmays, Werebears, Weredeer, Werehorses, Weresharks and Werewolves. In addition, a new advantage related to shapeshifting, "Shapestrong", is described here.

The following types of weres are rumored to exist, but are not available as PCs: Selkies (Fey Isles), Wereboars (Bogmoors), Werecamels (Sandmarch), Were-eagles (Haldinibar), Werelions (Westmarch) and Weresnakes (some Demon Cults).

The shapeshifters presented here use either the Shapeshifter advantage from Compendium I (pp. CI43-44) or the "Quick-and-Dirty Shapeshifting" rules in Bestiary, Third Edition (p. BE98[3E]). Compendium I weres have a set point value for the Shapeshifting advantage, which in some cases may be modified by the change-related enhancements and limitations from the Second Edition Bestiary (p. BE93-94[2E]). Point costs for those created with the "Q&D" system are given in terms of PPT (positive point total), NPT (negative point total) and the point discount for that NPT, and the final advantage cost. All these totals must then be adjusted relative to the natural form's statistics (see p. BE98[3E]); hence, the "see below" notation in the subheaders.

Some further notes:

"Shapestrong" Characters [5/10 points]

The Northlanders use the term "shapestrong" for any character able to assume the form of an animal, regardless of the method used. Scholars in other lands have adopted the term to refer to characters who exhibit an unusually high level of mastery over their shapeshifting abilities. "Shapestrong" characters have great control over their changes to and from animal form, and may safely remain in other forms for long periods of time. This mastery has different effects and costs depending on the origin of the character's shapeshifting powers:

Natural shapeshifters suffer no ill effects from staying in animal form, but do not always have control over when they change. A "shapestrong" natural 'shifter has full control over his changes; per the Shapeshifter advantage (p. CI43), this costs 5 points. This advantage may be learned.

Spellcasters using Shapeshifting spells must make hourly IQ rolls while in animal form to avoid losing IQ (or daily rolls for those with Permanent Shapeshifting). A rare few of these mages are Blessed (p. CI34) with being "shapestrong," which costs 10 points. This blessing allows the spellcaster to remain in animal form for as long as he is able to maintain the spell, with no danger of losing IQ. This advantage works with all Shapeshifting spells in the Blessed character's repertoire.

Swanmays [see below]

A swanmay is a human woman who transforms into a swan when she dons a cloak of swan feathers. Most swanmays consider themselves to be a sisterhood devoted to preserving wildlife and the habitats which wild animals require (in particular, swans and wetlands). They tend to avoid and suspect all creatures who are not swanmays or other proven defenders of the wilderness (such as certain druids, foresters and faeries). They are found in wetland areas of Feria, Haldinibar and the Northlands.

Swanmays must take a Duty (defend the forest, find a worthy husband, raise a daughter to take your place) [-10] and a Code of Honor (Respect nature, defend the defenseless) [-10]. (See the "GURPS Bestiary Extras" article for more on life as a swanmay.) In order to create (and maintain) the swan cloak, a swanmany must have a minimum skill of 12 in Featherworking (M/A) and Leatherworking (M/E). Craft Swan Cloak is a Hard maneuver (pp. CI163-4) that defaults to the lower of these two skills and allows the swanmay to repair her magical cloak (one roll per skill), or to craft a new one if hers is lost (two rolls at -4).

The swan were-from is described below. The swanmay may absorb up to her No Encumbrance limit (+10%) when changing to swan form (typically, this means light clothing and one or two light weapons). The cloak should be treated as if it had the following Gadget Modifiers (see pp. BE91-92[2E]): Awkward (-10%), Can Be Stolen by Stealth or Trickery (-2%, because it is usable only by the owner), Unique (-25%) [total modifier -37%]. These two modifiers do not change the cost of the swan were-form, as the discount is already at the maximum of -75%. Unlike most weres, swanmays have no regeneration powers or special vulnerabilities, and are not tied to the lunar cycle.

Were-form (Swan): PPT 178, NPT -175 (-75%); base 44.5 points.

Attributes: ST -4 [-30], DX +4 [45], IQ normal [0], HT +4 [45]; Reduced Hit Points -6 [-30].

Advantages: Absolute Direction [5], Alertness +2 [10], Attractive [5], Blunt Teeth [0], Breath-Holding +1 [2], Decreased Life Support [10], Penetrating Call [5], Peripheral Vision [15], Flight (Winged, Cannot Hover) [24], Temperature Tolerance 1 (cold) [1], Very Light Fur (feathers) [0].

Disadvantages: Fragile [-20], Mute [-25], No Fine Manipulators [-30], Poverty (Dead Broke) [-25], Social Stigma (Barbarian) [-15].

Natural Skills: Flight-DX [2], Navigation-IQ+2* [2], Survival (Fresh-Water Lake, River/Stream, or Swampland)-IQ+2 [6], Swimming-DX [1]. * Includes +3 for Absolute Direction.

Height: The swan's wingspan is approximately 150% the human form's height.

Weight: The swan form weighs approximately 1/5 as much as the human form (about 26 lbs. for an average woman with ST 10, weight 130 lbs.).

Swan [-14 points]: For reference, the full template for a normal swan is as follows:

Attributes: ST -4 [-30], DX +4 [45], IQ -6 [-50], HT +4 [45]; Reduced Hit Points -8 [-40].

Advantages: Absolute Direction [5], Acute Hearing +4 [8], Acute Taste/Smell +4 [8], Alertness +4 [20], Attractive [5], Blunt Teeth [0], Breath-Holding +1 [2], Decreased Life Support [10], Early Maturation 3 [15], Penetrating Call [5], Peripheral Vision [15], Flight (Winged, Cannot Hover) [24], Temperature Tolerance 1 (cold) [1], Very Light Fur (feathers) [0].

Disadvantages: Bestial [-10], Chummy [-5], Fragile [-20], Hidebound [-5], Incurious [-5], Innumerate [-5], Mute [-25], No Fine Manipulators [-30], Poverty (Dead Broke) [-25], Presentient [-20], Short Lifespan [-10], Sleepy (50%) [-10], Social Stigma (Barbarian) [-15].

Natural Skills: Flight-DX* [0], Navigation-IQ+8** [14], Survival (Fresh-Water Lake, River/Stream, or Swampland)-IQ+8 [18], Swimming-DX [1]. * Default for naturally winged creatures. ** Includes +3 for Absolute Direction.

Further information on swans and swanmays can be found on the SJ Games website:

Werebears [15 points or see below]

Northlander werebears use the 15-point Werebear advantage (pp. CI43-44). They have the usual lunar cycle, and some can control their change [+5 points; may be learned]. No further enhancements or limitations are allowed.

Ferian werebears are a larger and far rarer breed. Some believe them to be even more dangerous threats than most weres, while others view them as necessary guardians of the wilderness. (In fact, many are skilled in animal and plant magics in human form.) Nearly all of these weres have the Berserk [-15], Loner [-5] (perhaps even Reclusive [-10]) and Split Personality (some shared memories) [-10] disadvantages, which are applied to the human character sheet and then carried over to the bear form. Use the following description for the were-form of a Ferian werebear:

Were-form (Grizzly Bear): PPV 347, NPV -252 (-75%), base 86.75 points.

Use the Grizzly Bear template on p. BE110[3E], but raise IQ to 8 [+25 points, calculated from base 10] and remove Early Maturation, Innumerate, Presentient and Short Lifespan [net +50]. Add Combat Reflexes [15], Danger Sense [15], and Slow Regeneration [10] if the human form does not already have them. (Moving these advantages to the human character sheet allows them to affect both forms.) They do not have any special vulnerabilities.

Werebears may change at will, must change at the new moon, and cannot change at the full moon. They have Active Change at the +20% level (may use any ability possessed by both forms); Absorptive Change is never possible (see p. BE93-94[2E]). These modifiers do not affect the PPV/NPV costs of the were-form.

Height: When standing upright, a werebear is approximately 150% of its human form's height. Size is 2 hexes on all fours, or 1 when standing to fight.

Weight: As human form, x5.

Weredeer [20 points (stag) or 15 points (doe)]

Ferian weredeer use the 20-point (stag) or 15-point (doe) Weredeer advantage (pp. CI43-44). They must change two days a month, one for each half-moon, and some can control their change [+5 points; may be learned]. The Active Change enhancement is an allowed option, but must be determined at character creation; additional point costs are figured against the Were Form base of 10 (see p. BE93-94[2E]). Absorptive Change is not allowed.

Weredeer in Haldinibar use this advantage as well, but all have Albinism (in both forms) and at least one level of Magery; some may be Elfkin (half-sidhe) as well.

Werehorses [25 points]

Werehorses in the Krithian Empire's Westmarch and the Sandmarch's Horse Tribe use the Werehorse advantage (pp. CI 43-44). They have the usual lunar cycle, and some can control their change [+5 points; may be learned]. The Absorptive Change and Active Change enhancements are allowed options, but must be determined at character creation; additional point costs are figured against the Were Form base of 10 (see p. BE93-94[2E]).

Weresharks [20 points]

Weresharks are most common in the Great Sea, near "Corsairia." Use the general information for the Shapeshifter ("Were") advantage (pp. CI 43-44), including the usual lunar cycle. Some can control their change [+5 points; may be learned]. Active Change is an allowed option, but must be chosen at character creation; figure cost based on a 10-point Were Form (see p. BE93-94[2E]). Absorptive Change is not allowed. The bite of a wereshark is an Infectious Attack (p. CI97).

The shark form has triple ST, DX 13, HT +2, PD 1, DR 2. Speed becomes 9 (swimming), but the wereshark is Aquatic (p. CI 101) once the change is complete. The bite does cutting damage based on ST, and causes serious bleeding (lose 1 HT per minute until first aid is begun).

All weresharks are Berserk (p. B31), which is the main reason why this powerful form is so cheap.

Werewolves [15 points]

Northlander werewolves use the 15-point Werewolf advantage (pp. CI43-44). They have the usual lunar cycle, and some can control their change [+5 points; may be learned]. No further enhancements or limitations are allowed.

Ferian werewolves are the results of a noxious curse, and are not allowed as starting characters. They are greatly feared (-4 Reputation), which may make life difficult for a Northlander were outside his homeland, and even for mages with the Shapeshifting (Wolf) spell.


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This page last updated 3/19/2001 by Timothy E. Emrick. | Copyright 1998-2001 Timothy E. Emrick.