Weren
You can’t miss a weren (pronounced “wear-enn”). He stands 2.2 meters tall and weighs in at a hefty 180 kilograms. Covered in thick fur, he has a powerful form and wicked claws that make him a formidable opponent even when he’s not carrying a weapon. A great mane of hair flares from his head, and his fur ranges from black to shades of gray to almost white.
History
The homeworld of the weren is known as Kurg. When human starships reached the planet, the weren clans were deeply involved in their world’s version of the Renaissance. It was a great time of learning, debate, and speculation about the nature of life. The printing press, the scientific method, the flintlock—all these and more can be found in weren society of this time. But this age of enlightenment did not deter the weren from continuing to pursue their true forte: war.
At the time humans first encountered the species, the small skirmishes that were a constant way of life for the weren had escalated to a point where the entire planet was embroiled in a raging war. This state of affairs served to keep them sharp, battle-ready, and at the peak of their aggressive and savage nature—despite the attempts of humans and radical weren religious leaders to teach them a more peaceful way of life.
Philosopher-warriors, weren appear to be a dichotomy of enlightened scholars and noble savages. They have combined the two ways of life well, effortlessly debating with words one moment and with claws or flintlocks the next. Considered primitive by the standards of the galactic community (and mostly unwilling to use high-tech equipment anyway), weren are nevertheless sought-after companions as humans spread farther into the regions of the unknown.
Campaign Settings
Far-Future Campaign
Weren can’t appear in an Alternity campaign until humans achieve faster-than-light travel and discover this emerging society. Although they don’t have any high-tech gadgets of their own, weren will gladly board starships in order to learn more about the galaxy. They are great mimics, embracing new ideas and new religions while never forsaking the society that raised them.
While this fits with the weren’s philosophical nature, the reverse is true when it comes to technology. They just can’t get their minds around gadgets and tools beyond their own progress level, which translates to a limitation concerning such items.
As weren join the galactic community, they take the roles of soldiers, mercenaries, bodyguards, or even heavy laborers. Most humans are glad to have them serving in those capacities—provided they remain on the humans’ side.
Special Abilities
- Natural AC: Thick fur and tough hide provide protection (d8+1/d6+1/d6). If a weren wears Good quality armor, his natural armor is also considered Good quality.
- Natural Weapon: Retractable claws (Unarmed Attack-brawl/power martial arts) do d4w/d4+2w/d4m damage.
- Camouflage: Fur shimmers to match surroundings. Ranged attacks against a weren at a distance receive a +1 step penalty, and the weren receives a -1 step bonus to Covert Ops-stealth checks. This ability does not function if the weren is wearing clothing or armor that covers more than 15% of their body.
- Resilient: Receive a -1 step bonus on stamina-resist pain skill checks.
- Pathogen Resistance: Receive a -2 step bonus on health-resist pathogen skill checks. Their powerful immune system also halves their cybertolerance.
- Intimidating: Receive a -2 step bonus on interaction-intimidate skill checks when physically threatening someone.
- Primitive Culture: Suffer a +2 step penalty with technology from Progress Level 4 or higher (can be reduced with skill points).
- Free Broad Skills: Athletics (STR), Melee Combat (STR), Stamina (CON), Knowledge (INT), Awareness (WIL), Interaction (PER).
Culture & Roleplaying
Weren approach life with amazing intensity. When they embrace a new idea or belief, they become zealots. They profess the tenets of those beliefs with word, deed, claw, and war mace. Though they’re built for battle, weren also love to talk and share ideas. Not every discussion leads to a fight, and most weren won’t battle those weaker than themselves unless they are left with no choice. They have strict codes concerning honor, combat etiquette, and noble acts.
Most weren are fierce warriors, embracing the Combat Spec profession, though a few make strides as clergy of a human faith or shamans of their own culture.
They have no extraordinary talent as Free Agents, Mindwalkers, or Tech Ops, however, and few weren characters pursue those professions. Indeed, weren just can’t get the hang of any technology beyond their own level of advancement, and even most of those living in an advanced society can’t use such items without penalty.