Either since they were unintentionally free from their rocky prison, the Wulvers have spread across Western Alyeska at an alarming rate. They hold sway over much of what is now dubbed the Wulflands, having either driven out or slain those who'd settled there. They are savage and feral creatures that can rip a man limb from limb, though it is their bite that is feared more. The Wulver's bite carries a curse, it is a infection that transforms noble men into one of the beasts and turns them against former comrades. Once bitten the unfortunate soul is doomed to become one of the Wulvers, there is no return and no cure.
Once you become a Wulver it is what you stay as.
Roaming across the Wulflands in large packs, Wulvers are a dangerous threat to anyone unlucky enough to be caught in their path.
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d10
Skills: Climbing d8, Fighting d12+2, Intimidation d10, Notice d12, Swimming d10, Stealth d10, Tracking d10
Pace: 8; Parry: 9, Toughness: 7
* Bite: Str+d6
* Claws: Str+d8
* Infection: Anyone bitten by a wulver has a 50% chance of becoming a wulver themselves. The character involuntarily transforms within 1d6 hours, after which he permanently becomes a wulver.
* Infravision: Wulvers can see heat and halve penatlies for bad lighting when attacking living targets.
Wulver Alpha: Increase Smarts and Spirit to d8 respectively, then run as a Wild Card.
Wulver Stalker: Reduce Strength to d10 and Vigor to d8, increase Stealth to d12 and add Fleet-Footed: Wulver Stalkers roll a d8 when running instead of a d6.