Trappings of the Wolf

Category:
headgear
Description:

While worn the headdress bestows the following natural bonuses: + 2 to all Perception rolls, Track by Scent 60%, Prowl 60%, Swim 50%, Shape-Change and Nighvision 300ft (91.5 m).
Shape-Change: A character wearing this headdress is able to undergo a rather elegant metamorphosis, appearing to cast off his previous form as if it were an illusion. This is a noticeable difference from other lycanthropic changes whose inhuman twisting and howls of pain are stuff of nightmares! The character may adopt any of these forms at will, though each transformation will leave a handful of raven feathers scattered about the ground as evidence of his transformation. There is no time limit to the amount of time that the character can stay in any form but prolonged transformations can become addictive and do lasting psychological harm.
Invulnerability: Invulnerable to virtually all weapons, including Mega-Damage energy weapons, explosives, bullets, fire, wood and poison or drugs. The only vulnerability these forms possess is to silver and it should be noted that weapons with at least 50% silver content will inflict double damage and bypass the headdress’ protection. Thus a silver-plated dagger, which normally inflicts 1D6 points of S.D.C. Damage, would now inflict 2D6 points of damage direct to the character’s Hit Points. High-powered Mega-Damage attacks or explosions may still knock over the character or temporarily stun him but he is otherwise invulnerable to their attacks, seeming to instantly heal from any harm they may have inflicted.

Werewolf

Size: 7ft (2.1 m) tall.
Weight: 300lbs (136kg).
Running Speed: As normal.
Werewolf Damage: Restrained Claw – 4D6 + P.S. bonus. Power Claw – 1D6 M.D. Power-Punch Claw – 2D6 M.D., counts as two attacks. Bite – 2D6 M.D. Power Bite – 4D6 M.D., counts as two attacks.
In addition to the abilities listed above character recovers at a rate of 4D6 H.P. (or S.D.C) per hour and gains + 1 attack per melee, + 2 to Strike, + 3 to Parry, + 3 to Dodge, + 1 to Pull Punch, + 2 to Roll with Impact or Fall, + 6 to save vs. Horror Factor, + 2 to save vs. Psionics and + 2 to save vs. Magic.

Wolf

Size: 4ft (1.2 m) tall at the shoulder.
Weight: 200lbs (90kg).
Running Speed: 50 (35 mph/56 km).
Wolf Damage: Bite – 2D6+4 S.D.C. + P.S. bonus. Power Bite – 3D6 M.D., counts as two attacks.
In addition to the abilities listed above character recovers at a rate of 2D6 H.P. (or S.D.C) per hour and gains +2 to Initiative, +2 to Strike, +4 to Dodge, +2 to Pull Punch, +2 to Roll with Impact or Fall, +6 to save vs. Horror Factor, +2 to save vs. Psionics, +2 to save vs. Magic and increases Prowl and Track by Scent to 70%.

Note: If the character wearing one of these mystic furs is skinned alive while in either of his secondary forms they will be reduced to a blood-covered shivering mess but revert to their human form and are otherwise unharmed. The headdress can only be destroyed by attacks made by Silver weapons. It is a magical Mega-Damage object with 8 M.D.C.

Bio:

On first inspection this is an unassuming headdress made from the pelt of a black wolf and interwoven with the feathers of a raven. However, when donned the wearer is overcome by a primal euphoria and the urge to hunt—feelings that are especially powerful during the full moon. Those who are not protected by the Hunter’s Seal must save vs. insanity (14 or higher) or be transformed into a ravenous midnight black werewolf and fly into a berserk rage. Success indicates that the character was able to hold onto their senses long enough to cast off the headdress but are shaken and suffer a -2 penalty on all attacks for 1D4 rounds thereafter. Those who bear the Hunter’s Mark are shielded from the curse and are able to harness its ferocious power. Such characters will find all their senses are heightened. Moreover the character is able to take the form of a midnight black wolf or transform themselves into a raging bipedal half-man, half-wolf beast!

Trappings of the Wolf

Rifts®: Megaversal Highway™ LiamGray