First Edition Advanced Dungeons & Dragons™ Character Creation
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AD&D Character Race:  Hengeyokai
  The hengeyokai are animals with the power to appear as humans.  They are completely unlike lycanthropes except that they are able to change between human and animal forms.  They may be shukenja, kensai, bushi, or wu jen; they may never become samurai or ninja, as they are not human.  The racial minimum and maximum ability scores, if used, apply before adjustments are made for the particular sub-race, but class minimums must be met after the adjustments for sub-race are made.  Sub-race adjustments are mandatory.

  There are twelve sub-races.  Each but the crab has an alignment requirement.  Each makes adjustments to the character's ability scores.  Each has certain statistics in animal form, including an armor class, modes of movement and speeds, and in most cases an attack form.  Generally, however, the animals are relatively weak.  The sub-races are Carp, Cat, Crab, Crane, Dog, Drake, Fox, Hare, Monkey, Raccoon Dog, Rat, and Sparrow.

  The hengeyokai has three shapes, all of them considered natural.  One form is indistinguishable from a normal animal of that type.  In that form, the character can speak with animals, and has 12" infravision.  Although a hengeyokai in animal form can understand human languages known to him, he cannot articulate in those languages.  In animal form, the creature's hit points are only half what they would be in the other forms (hit points are rolled based on the human form), rounded up.  Damage inflicted on the character in any form reduces these hit points, and the character cannot shift to animal form if he has taken damage greater than the number of hit points he would have in animal form.  Furthermore, if the character is reduced below zero hit points in animal form, he is dead, and cannot shift to another form.  The transformation changes only the physical body of the character, and not even clothing goes with him without some special arrangement.

  The human form is not distinguishable from humans.  Note that it is neither an illusion nor a magical transformation, and so is not detectable as magic or by true seeing.  In human form, the hengeyokai has one feature which is a hint to his animal form, such as a pointed nose for a sparrow, orange-gold hair for a carp, or large ears for a rabbit--not an inhuman characteristic, but a clue.  It is a dishonor to the hengeyokai to be identified as not human when in human form.  In this form, he has full hit points, full use of skills and weapons and armor, and the ability to speak human languages known to him.  Although he can still understand animal speech, he cannot articulate it to talk to animals.  He has no infravision in this form, and moves as a normal human.

  The third form is an intermediate form, called bipedal, best understood as the mutant teenage turtle form.  In this form, the character is a humanoid form of the animal, his full human size standing upright on hind limbs, with forelimbs functioning as arms with human-like hands; he can use all equipment normal to humans.  In this form, he can speak all human and animal languages known to him, and will fit in his normal clothing and armor.  He has 12" infravision.  However, he does not have the animal movement abilities, nor the animal attacks and armor class.  Obviously, in this form, the hengeyokai will be immediately recognized for what he is by any oriental human, and may be mistaken for a monster by those unfamiliar with oriental lore.

  Hengeyokai can change forms once per day for each level of experience they have attained.  The change is not limited by time; a hengeyokai can stay in the same form for years with no detrimental effect, regardless of which form is chosen.  They can communicate with each other in a hengeyokai language, which they can speak in any form.

  Hengeyokai tend to be chaotic, but this is not necessary.  However, the alignment restrictions on particular sub-races are not only binding on player characters but also are well-known among Orientals, who will react to hengeyokai of a particular sub-race in accordance to the known alignment tendencies of the sub-race.  Hengeyokai are practical jokers who can gain honor by a successful joke against an enemy.  They are less concerned with family than humans, and do not desire land, position, or attention.  They are secretive, prefer to avoid prolonged contact with humans, and do not establish strongholds.  However, good hengeyokai of such level as would establish a stronghold may become protectors of a human family or village.  As such, they would receive gifts and service from those they protect, defending against outsiders and overseeing their general well-being.

  Here again are the sub-races of hengeyokai recognized in the game, along with the specific details of each.  The full list is Carp, Cat, Crab, Crane, Dog, Drake, Fox, Hare, Monkey, Raccoon Dog, Rat, and Sparrow.

 Carp must be good.  They gain a point of wisdom but lose a point of strength.  In animal form, they only move by swimming 12", have an AC of 7, and no attack form.

 Cat must be chaotic.  They gain a point of dexterity but lose a point of wisdom.  They move 12" in animal form, and have an AC of 9 with d3 damage on attacks.

 Crab has no alignment restriction.  In animal form, they do d3 damage, have an AC of 8, and move 3" on land, 6" in the water.  They gain two points of strength in exchange for two points of charisma.

 Crane must be good.  They gain a point of wisdom for a point of dexterity.  In animal form they walk 6" and fly 12", with an AC of 9 and damage of d2.

 Dog must be good.  They can do d6 damage in animal form, have an AC of 9, and can move 12".  They gain a point of constitution at the price of a point of intelligence.

 Drake must be good.  The lose a point of dexterity to increase charisma a point.  They have no attack in animal form, but a AC of 7, and can move 6" on land, 12" in the air, and 9" on the water.

 Fox must be evil.  Giving up a point of wisdom, they gain a point of intelligence.  As animals, they can move 15" on land, attack for d3 damage, and have an AC of 6.

 Hare moves 18" in animal form, with an AC of 5, but no attack form.  They gain a point of wisdom and lose a point of strength, and must be good.

 Monkey must be chaotic.  Two points of wisdom are lost and two points of dexterity gained.  They move 12" and have an AC of 6, but no attack form.

 Raccoon Dog must be evil.  Two points of strength are gained at the expense of two points of wisdom.  The animal form does d6 damage, has AC 9, and moves 9".

 Rat must be evil.  As an animal, it does d3 damage, has AC 5, and moves 9" on land.  Constitution improves two points, and charisma falls two points.

 Sparrow must be good.  It gains two points of charisma and loses two points of constitution.  In animal form, it has an AC of 3, can walk 3" and fly 15", but has no attack form.


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