Monday, March 14, 2016

Fantasy Core RPG: Lycanthropy

FANTASY CORE RPG
UNDEAD AND DEMONICALLY POSSESSED CREATURES
(c) Jerry Harris, 2016
(This link will take you to the Fantasy Core Playtest Rules.)


Lycanthropy
A low-level Warlock, Witch, Gypsy, or Druid allows themselves to be possessed by a demon, which wants to feed on human flesh in animal form.  (This entry only concerns Werewolves.  Other animal forms are possible in other environments.)  These are usually those who have unwisely attempted forbidden spells at a low-level of experience and gotten themselves possessed in the process.  Higher level magic users are generally smart enough to not be taken over so easily.  Of course, homicidal maniacs or those hysterically seeking vengeance may willingly seek out the possession ceremony.  Perhaps Lycanthropy is a condition of a group’s supernatural pact which gives them magical power in human form.  A pack of Werewolves may be a generational family tradition or the product of peer pressure from members of a group.   

Werewolves are not undead, nor immortal (though they are unnaturally long-lived), but are quite powerful.  Under each full moon, they are compelled to enact a magical ceremony to take the form of an animal (1 turn).  It requires the hide of the animal, enchanted oil, drawing out their blood with a silver knife, and an unholy ceremonial circle with a pentagram. 

The caster becomes the animal for the duration of the spell, without any human intelligence.  They will lose conscious memory of their actions while in animal form, though with premeditation, they can direct their hunts at certain individuals and groups.  While in animal form, they must feed on freshly killed human flesh to maintain their abilities.  While there may be the odd loner psychotic (usually Warlocks), Werewolves usually run in packs and hunt together.  Entire Witch Covens, Gypsy Caravans, and Druidic Lodges may have all members partake in “Seeking the beast.”  

Werewolf (Man-Wolf hunting form)
HD 4 (d8), Hp 48, AC 14* (Natural, Magic or Silver to hit), Enhanced Init +4     
Fort +5, Ref +5, Will +8
Melee: (Man-Wolf form) 2 attacks/rd Claws +6 to hit 1d4+4, if both Claws attacks hit the same opponent, add Bite 1d6+3.   

Infravision
Tracking (scent): +6, Invisibility is also useless against a Werewolf at Short range, unless their sense of smell is somehow interfered with.

Lycanthropy (Disease): This is a form of supernatural rabies or Lunacy.  Those who take damage from a Lycanthrope bite attack may acquire this disease.  Roll a DC 18 Fort Sv once after the encounter is over for anyone taking bite damage.  If infected, this disease can be treated by someone with the Healing skill, along with a clove of Belladonna (a reasonably common herb, but generally not kept in a medicine pouch).  Any supernatural healing will also purge it.  
 
Within 1 day of being infected if untreated, the victim foams at the mouth and goes homicidally mad attempting to flee, attacking anyone trying to stop them.  They cannot cast spells in this state, but will use any weapons they have.  In addition, they will also attempt to bite (same melee BAB) opponents.  If successful, it’s only 1 hp of damage, but also has the possibility of passing along the disease with a DC 12 Fort Sv. 

The infected will instinctively seek out the Werewolf clan that infected them (or the nearest Werewolf clan) to join them.  If accepted, these “Wild Men” are taken into a Werewolf clan as members (if not, they’re put down) and will undergo the ceremony to become a Werewolf. 

Werewolf (Human form)
As a human, Werewolf will have the completely different statistics of their class, with those skills and abilities (which are unusable in Man-Wolf form).  However, once they become a Werewolf, the human stops gaining levels.  The only difference between a Werewolf-Human and a normal human is that they are immune to normal damage and vulnerable to silver (that and a trail of murdered and devoured corpses). 

It takes a 1 turn ceremony under a full moon for the human to take Man-Wolf form.  They will involuntarily change back at sunrise in 1 rd.  They will typically try to find a designated safe shelter before that change.    

Werewolf (Wolf form)
Werewolves generally don’t attack in Wolf form, but rather use it to Track quarry and flee (as this form is faster).  They may change to and from this form from Man-Wolf form at will in 1 rd.

HD 2+4, Hp 13, AC 14* (Natural, Magic or Silver to hit)
Fort +5, Ref +5, Will +1
Melee: Bite +3 to hit, 1d6+1

Tracking (scent): +8, Invisibility is also useless against a Werewolf at Short range, unless their sense of smell is somehow interfered with.

Werewolves often keep a pack of normal wolves as pets and hunting partners.  They are completely loyal and will defend their Werewolf pack leaders to the death.  They have the same stats, but can be affected by normal weapons.

Banes and Habits: Silver is part of the Lycanthropy ceremony.  As such, silver weapons do double damage.  Werewolves (in beast or wolf form) are afraid of fire, though any damage from it will heal in 1 rd.  Werewolves are animals driven to simply kill and eat victims when in beast form.  They might be cunning, but won’t display high intelligence.  Their human side’s growth (gaining levels) is usually also stunted.  They will be neurotic about their next hunt and covering up activities from their previous hunt. 

Werewolves normally hunt in wilderness areas.  Given the messy nature of their kills and their thrill of the hunt, open spaces are usually needed.  (Also, other territorial supernatural creatures hunt humans in urban areas.)  In human form, they might live anywhere, but would favor places bordering a wilderness, but still having human habitation.  Unless very secure in their social position, they probably favor itinerant, travelling, professions and lifestyles.          

They do not attempt to infect victims to increase their numbers.  But rather, it is the byproduct of a failed killing and feeding attempt.  Packs tend to dislike bringing in those infected with Lunacy, since they are not part of the group and may not necessarily be loyal to them once they become Werewolves (not to mention, another mouth to feed).  But if the group is missing members and they need a quick replacement or a particularly impressive subject shows up, the Pack will go ahead and take them in.  Under normal circumstances, human members are recruited into the Werewolves’ human group, then turned.      

Final Destruction: Dealing a killing blow with magic or silver will put them to rest.

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