Chris Van Deelen

No. Enc: 1d4
Alignment: Lawful
Movement: 210’ (70’)
AC: 4
HD: 12
Attacks: 1 bite, 2 claws
Damage: 2d8+3d6+15 / 1d10+3d6+12 / 1d10+3d6+12
Save: L12
Morale: 11
Hoard Class: N/A

Weres are creatures that had started out life as Pure Humans, Humans (see Wisdom from the Wasteland issue 4: New Races) and sometimes Mutant Humans. They had the misfortune of gaining the ire of the Forest Lady and paid the ultimate price – they were transformed into her minions and are destined to spend the rest of their lives as her pets and guardians.

Physically these creatures appear as the classic Werewolf of legend. Tall, powerfully muscled amalgamations of man and wolf. They are very bestial appearing in nature and appear terrifying to behold.

The process of becoming one of these monsters takes place when they are first exposed to a virus carried by the Forest Lady. The virus invades the body and begins to re-write the genetic code of the victim, triggering a transformation that takes place over a period of several days.

When exposed, the victim must make a saving throw versus poison. It should be noted that Mutant Animals, Mutant Plants and of course Replicants, Androids and other non-organic entities are immune to the virus. Mutant Humans gain a +2 per mutation to avoid contracting the virus. It does not matter how many times a victim is exposed to the virus, if they save once; they are forever immune to its effects.

If the victim becomes infected, they are able to act normally for 1d3 days’ time. Once this period has passed, the victim will then leave any companions, friends and families and will return to the forest. If they are restrained in any way, they will fight to the death, no matter their previous allegiances.

Also at this time the transformation begins. The victim, if it was a Mutant Human, will lose all its mutations. Any physical mutations that caused changes in the appearance will either atrophy and fall off in a matter of hours or be re-absorbed into the body. All mutations are lost in twenty-four hours.

Now begins the next step of the mutation. The musculature of the victim increases dramatically and they begin to sprout claws from both their hands and feet, and the body starts to grow a thick fur, especially around the head, shoulder and groin. The coloration of the fur varies from victim to victim, typically following the same hair coloration they had before the transformation began. This step takes two days and is quite painful to the victim. During this period all saving throws and attack rolls are at a -4, and movement is cut in half.

The final step takes only twelve hours to complete. The bones begin to snap and reform and the head changes to resemble that of a wolf. Fortunately for the victim, the pain is so intense that it knocks them out, sparing them from the worst of the transformation.

It should be noted that at any time before this final transformation is complete that if the victim is subjected to any sort of medical treatment or nanotechnology that will reverse genetic damage, they can be saved and reverted to their previous form. Otherwise once the transformation is completed, the only way they can be reverted to their original form is by the death of the Forest Lady that created them.

Sometimes a Forest Lady will deem that a particular Were has finally atoned for any sins that it may have committed and she will then remove the genetic virus and allow the creature to return to its former form. This does not happen very often however.

While the victim is in this form, they can still think and act on their own, but they are utter slaves to the Forest Lady. They are incapable of raising a claw to harm her and have a drive that is quite literally from the genetic level to obey her every command and even give their lives to protect her and the territory she commands. Otherwise they are free to act on their own and even converse with others that come into the Forest Lady’s territory. In fact the Forest Lady often uses these creatures as her emissaries when dealing with intruders.

These monsters are quite formidable when engaging in combat. They are exceedingly quick and inflict horrific wounds due to their natural weapons. They seem to have an instinctive knack when it comes to knowing when to act and their attacks are precise enough to do serious harm no matter what kind of armor the target is wearing. This translates to a +3 to their initiative modifier, and a +3 to hit with all attacks.

When they are not fighting for the Forest Lady that created them, they will always flee when they have been reduced to half or less their usual hit-points. But if they are being controlled or directed by the Forest Lady, then they will fight to the death or until she commands that they retreat.

Even if they used weapons and armor before the transformation, they no longer wield any type of technology as it is considered to be an anathema to the Forest Lady. Often she will direct the creatures to destroy technology where and when it is discovered.

These creatures are also sterile, and cannot reproduce. They can and often do engage in sexual intercourse with one another, but the only way that more of their kind is created is through the direct action of the Forest Lady.

On the rare occasion that they are returned to their former selves, then this is reversed and they are capable of reproduction once again.

Lastly, these creatures appear to be ageless. As long as the Forest Lady that created them is still alive, they will never age. It is rumored that there are some who are hundreds of years old, if legend is to be believed.

Mutations: aberrant form (natural weapons), bizarre appearance (d), combat empathy (modified) increased physical attribute (Strength), increased senses (hearing and smell), night vision

Source: Dragon Age: Origins

Chris Van Deelen is the author of the Skirmisher Publishing LLC sourcebook Creatures of the Tropical Wastes sourcebook, co-author of its Wisdom from the Wastelands game supplement and contributor to the 'Sword of Kos: Hekaton' Anthology.