WOLFEN
Wolfen are a race of humanoid wolf-men that inhabit secluded
wooded regions of the North.   Wolfen range from 6 and a half
to 8 feet in height and are covered with fur.  The head looks
identical to that of a wolf.   Wolfen have a history of slavery
and warfare with northern human beings.  This history has
caused much bad blood between the two, and there is still
frequent raiding that takes place between human and Wolfen
clans.  Wolfen clans exhibit the same traits as human clans
and have built a fairly advanced civilization.  From time to time
Wolfen clans will splint and migrate to new areas.  These
areas will tend to be secluded woods or isolated wastelands
where the Wolfen can dwell undisturbed.  In recent centuries
they have migrated to temperate climates, but avoid staying in
topical environments very long because of adverse effects of
heat.
Grey Wolfen are the most common members of the species
and are the most likely ones to be encountered by outsiders.  
They make up the general population in Wolfen clans.   Red
Wolfen are the military leaders and strongest fighters among
the Wolfen clans.   They tend to either lead their raiding
parties or adventure alone among the other races.  The rare
and elusive White Wolfen are the sages and leaders among
the Wolfen clans.  While physically not as powerful as the
Red, they are able to command the obedience of other
Wolfen by magic and wisdom.  Wolfen do not roll on the
Craftsman class,   all Red Wolfen come from the Bandit Class,
all White Wolfen come from the Greater Noble Class. This
determines the beginning EXP & money of Wolfen characters.
Characters must still roll to determine birth status.   
Wolfen tend to be isolationist and have little to do with other
cultures.   Occasionally there arises the presence of
adventuresome Wolfen who want to explore the world.  More
often then not Wolfen are known by their neighbors because
of raids and wars erupting in the area.   Wolfen can wear any
type of armor and use any type of weapons, but the only
range weapon they use is the crossbow.  However, their
favorite melee weapons are morning star, battle axe, broad
sword, or any pole armed weapon.  
1.   Use one weapon at ½ the required exp:  must be Morning Star, Battleaxe, Broadsword, Claymore or a pole arm.
2.  Grey Wolfen may take Ranger, at ½ required exp.
3.  Grey Wolfen receive Horsemanship at ½ the required exp.
4.   Red Wolfen receive the subskill of despite or death blow as a beginning subskill.
5.   White Wolfen receive Sage or  Military Scientist (Choose one) at ½ the required exp.
6.   White Wolfen have the talent of Compelling Obedience.  50% + 5% per rank, Exp Multiple 400 per rank. (10 ranks
maximum.)  2 X WP to resist.  If the Wolfen fails he or she will obey the wishes of the White Wolfen unless the
command is suicidal.  This does not effect other White Wolfen.  Cost 1 FT.
7.   Night vision, Wolfen see as a human does on a partially sunny day.   They may see 400 under an open sky, and
200 underground.
8.   Heighten Sense of Smell:  In closed areas there is a 5 X PC chance that a Wolfen can identify creatures that have
frequented the area. They can also tell if these creatures are within 500 ft range.   In Open areas Wolfen can sniff the
ground to track scent up to 500 ft away 4 X PC roll every 100 ft (Once scent is lost it is lost forever)
9.   Keen Hearing (like a dog) +20% to detect ambush.        
10.  Resist Fright +20%
11.  Speak to Canines 30% (May get rank as if a spell at 200 exp per rank)
12. Bite does +1/4 (cc) damage with a 60% base (extra attack)
13.  Make one roll on the bogey table    

Grey Wolfen:
PS+4 MD-2 AG+4 MA-2 WP+2 EN+3 FT+3 TMR+1 PB-2 PC=11 NA=3
Red Wolfen:
PS +6 MD-2 AG+2 MA-2 WP+2 EN+4 FT+5 TMR+1 PB-2 PC=12 NA=4
White Wolfen:
PS+1 MD-2 AG+4 MA+4 WP+5 EN+2 FT+3 TMR+1 PB-1 PC=13 NA=3