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The Purifiers

September 05, 2015

demoIn the Millennium of Purification, a group of Elves and Dwarves join forces to purge the world of the dark magicks they themselves once helped unleash. Is there a chance to make up for their sins of the past and restore order to the world? Find out in the serial fan fic: The Purifiers.

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Reference Scrolls

May 05, 2015

demoSome of the most viewed pages on this site are the O.C.C. List, Race List, and Skills List, all for Palladium Fantasy. This includes material from the various books, along with which book they're located in. This is an invaluable resource for new and experienced gamers alike.

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September 05, 2015

demoWhether you're new to the site or a long time fan but can't find an old favorite, feel free to check out the Sitemap. This is a list of all the pages on this site to help navigate you through your trip into the fantasy.

Hand to Hand: Silver Fang

Despite popular misconceptions, werebeasts are more than just mindless beasts who kill. They have intelligence, goals, dreams, and personal motivations. However, don't make the mistake of thinking they're just humanoids that can transform into an animal. Werebeasts are a combination of humanoid and animal mixed together. Then as creatures of magic something more as well. These are beings that rely just as much on instinct as they do training.

Werebeasts can live among the normal "civilized" races such as humans and elves with few ever noticing. Learning their skills and customs is also possible, but the werebeasts will still never be the same as them. Inside of every werebeast are the instincts of an animal clawing at their minds. These instincts can be ignored to better blend into society, but they are always there and a part of the way the werebeast thinks in every day life. When in animal form these instincts rise to the surface. While the characters retain their humanoid intelligence, their animal instincts typically play a larger role in their decision making and fighting styles. Note: The instincts tend to resemble that of their animal form, so a werewolf would have natural instincts of a wolf even in humanoid form.

This isn't a curse for a werebeast, but a part of life. Most accept this duality, part animal instinct and part humanoid intellect. Since the Age of Chaos they've gone through life learning to deal with both sides. Not until recently, during the Time of Man, have some started to work towards harnessing the power of their duality. Though it didn't happen over night, this brought about the creation of the Silver Fang, a fighting style created by werebeasts for werebeasts. Those who study the Silver Fang learn to tap into aspects of their werebeast nature and have unlocked new potentials to their power.

 

Availability: Restricted; Werebeasts (race) only.

Skill Cost: One O.C.C. Related Skill.

 

Basic Combat Moves:

1: Starts with four attacks per melee round. Metamorphosis: Advanced.

2: +3 to dodge and +5% to Prowl (if known).

3: +2 to strike and Pounce Attack.

4: One additional attack per melee round.

5: Metamorphosis: Day.

6: +2 save vs. Pain and +1D6 to Speed attribute.

7: One additional attack per melee round.

8: Inner Beast.

9: Critical Strike on an unmodified 19 or 20.

10: One additional attack per melee round.

11: Metamorphosis: Hybrid.

12: An additional +2 to dodge and +4 to damage.

13: Night Resurrection: Advanced.

14: One additional attack per melee round.

15: Metamorphosis: Hybrid Day.

 

Inner Beast: An average werebeast only gains strength in beast form. In humanoid form, the werebeast loses all of its powers and, except for a few minor differences in attributes, is no different than any other humanoid. Training in the Silver Fang lets the werebeast tap into the power of his beast form even while in humanoid form. Inner Beast grants the humanoid form the following bonuses: fire and cold resistant (half damage), bio-regeneration (1D6 hit points/S.D.C. once every minute/four melee rounds), nightvision 40 feet (12.2 m), and can leap 10 feet (3 m) long and 8 feet (2.4 m) high.

Metamorphosis (basic): Werebeasts have two forms: humanoid and a giant animal form more commonly called the "beast." Every werebeast knows how to change between these two forms. Transformation takes one full melee round (15 seconds). Though the process is magical in nature, it is also excruciatingly painful. When a werebeast transforms it is filled with a mix of humanoid and animal screams and grunts, often culminating into a blood-curdling howl (roar, etc.) that can be heard for miles on a quiet night. Note: This is a trait common to all werebeasts and does not require the selection of this hand to hand style.

Metamorphosis (advanced): Transformation time between the two forms can be reduced through training, both mental and physical. A werebeast with this training can transform in only two actions. To start this takes 7-8 seconds, but with continued training and experience that time can be cut even further to only 3-4 seconds (higher level means more attacks). In addition, the level of control helps to reduce the pain level. To remain silent during the transformation, useful for stealth, the werebeast can roll to save vs. pain (14 or higher). A successful check means the werebeast can resist from screaming out, but a failure results in the normal screams and howls.

Metamorphosis (day): While most werebeasts are limited to their beast/animal metamorphosis only at night, with training a werebeast can learn to do this at any time, even during the daylight. This is a difficult transformation, even to a werebeast with experience, and requires one full melee round (15 seconds) to transform.

Metamorphosis (hybrid):  Werebeasts have two forms: a humanoid form and a large animal form more often referred to as the "beast." With training and learning to use the two sides in harmony a third option becomes available: the hybrid, a half-man half-beast. The hybrid has all the advantages, powers, and invulnerabilities of the wolf form while still possessing the abilities of speech and hands capable of manipulating tools and weapons. In addition, the hybrid gains the following: +1 attack per melee round, +2 to P.S. (becomes supernatural), +5 to Speed attribute, and +10 S.D.C. Regardless of training it takes a full melee round (15 seconds) to transform into the hybrid form.

Metamorphosis (hybrid day): The werebeast has mastered a level to summon the man-beast hybrid form even during daylight hours. This is a grueling process and requires two full melee rounds (30 seconds) to transform and requires constant concentration. Every melee round the werebeast remains in hybrid form during daylight hours burns up one melee action to maintain. This effectively cancels the bonus attack granted by the hybrid form.

Pounce Attack: Using animal instincts, the character knows how to leap at prey with an attack and use the weight and momentum of the attack to knock the prey to the ground. In human terms, this is a combination Leap Attack and Body Tackle. The attack inflicts claw or bite damage plus 1D6 additional damage, counts as two attacks. This is useful for closing distances and attacking in one action, but also has the added advantage of being a knockdown technique.

The victim who is hit can avoid being knocked down only by trying to maintain his balance and must roll percentile dice. A typical pounce attack has a 01-60% chance of knocking an opponent down, and characters with no special balancing ability must roll above that number or fall.

Knockdown Modifier: Add 5% to the roll the victim needs to exceed for every five points of P.S. above 20. So an attacker with a P.S. of 30 requires his opponent to roll 70% to save vs. getting bowled over. Characters with special balancing ability from a skill such as Acrobatics or Gymnastics must roll under their current skill level to keep their balance (if 45% they must roll under 45, if 80% they must roll under 80). A successful balance check means the victim is not knocked down but loses one attack, and takes full damage.

Knockdown Penalties: Being knocked down causes the character struck to lose initiative (if he had it) and one attack/action for that melee round, plus he is knocked 1D6 feet (0.3 to 1.8 m) away from where he was standing at the moment of the attack. A roll with impact can reduce damage by half, but counts as one melee action.

Form Notes: The werebeast is capable of performing this technique in either humanoid or beast form, but it cannot be combined with hand held weapons. In humanoid form damage is reduced to 1D4 plus punch damage, the chances for knock down are reduced to only 01-50%, and leaping distance is limited to the humanoid form. The animal form is the most effective because of size, natural weapons (such as claws and fangs), and much greater leaping distance.

Night Resurrection (basic): If killed in human form, the werebeast will revive every night as the beast. The beast will dig itself up from the ground, but this time without the humanoid intelligence. In this state the beast is a mindless savage animal out for blood, often targeting the person who killed it in human form first. Even though a killer, it is still an animal driven by instinct. These instincts can be used against it if a character is familiar with the animal habits, staying in large groups or using fire to instill an instinctive fear and drive it off.

Every night the beast revives, but before every morning it must return to the grave. Without the humanoid side, the beast cannot survive during the day. The beast knows this and will return to its gravesite before the sun rises. If caught outside during daylight hours, the beast cannot bio-regenerate and will suffer 1D6 points of damage every minute until it can return to the grave. To prevent this resurrection either the beast form must be killed or the head of the humanoid form must be severed from the body, burned, and then buried separately from the body. Note: This is a trait common to all werebeasts and does not require the selection of this hand to hand style.

Night Resurrection (advanced): Same as the standard version, but with one major difference. Instead of the beast returning to the grave before the sun rises, once the night is done the beast reverts to humanoid form, revived from the dead. This forced transformation and resurrection is traumatic. The character must make a save vs. pain (16 or higher) or pass out for 1D6 hours to recover. If using the optional Insanity rules, then the werebeast should follow the rules for being magically resurrected.

After recovering from this first night the werebeast will be in full control of his transformation again. This is a powerful ability that can make it difficult to kill the werebeast for good. There are only two ways to prevent this. The first is to kill the beast form so that it can't revive. Without a beast form the humanoid form can't revive from the dead. The second requires the head to be severed from the body, burned, and then buried separately from the body.