Tuesday, March 15, 2016

Fantasy Core RPG: Werewolf Lord

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


Werewolf Lord
There are those rare individuals born with a bestial shapechanging ability from a supernatural conception.  The ceremony needed to create such an event is rare to find and difficult to enact say the least.  Few magic-users would wish to create such a powerful creature that might prove uncontrollable, but desperate people looking for a savior, a ruler, or an instrument of vengeance may try it.  (Note that other animal forms may be used in other environments.)  Werewolf Lords are not necessarily malevolent, though they may have a violent temper.  As such a creature is usually created by magic-users (Wizards, Warlocks, Witches, Gypsies, Druids), they are often brought up learning how to use magic.  Thus, Werewolf lords aren’t just physically impressive, they may sling spells as well. 

Werewolf Lords are often born to rule.  The example here is a Prince, a Werewolf Lord at their peak form, likely the legitimate ruler of their area, loved or hated by their subjects.  A large, civilized country would be unlikely to accept such a creature as ruler, no matter how powerful.  So the Werewolf Lord likely rules a small, backwoods, out-of-the-way kingdom.

Werewolf Lord (Prince)
HD 10 (d12), Hp 120, AC 14 (Natural in either form), Enhanced Init +4, Going into battle AC 18 (Full Plate Mail specially built to accommodate their Man-Wolf form)
Fort +11, Ref +11, Will +11
Melee: (Man-Wolf form) 2 att/rd +14 to hit Claw 1d8+4, if both Claw attacks hit the same opponent add Bite 2d6+4 
(Human form) +14 to hit, Great Sword 2d6+4
Berserk: (Man-Wolf form only) 4 att/rd +10 to hit, 2 x Bite, 2d8+4 and 2 x Claw 1d10+4.  Must roll a DC 18 Fort Sv to continue Berserk attack, 4 rds max.  Cannot move or attack for 1 rd after going Berserk, but can defend themselves.  Can only use once per Encounter, must have at least a short rest afterward the battle.
Ranged: (Human form only) +14 to hit, Longbow 1d8 or Heavy Crossbow 1d10  

Immune to disease, including supernatural diseases such as Lunacy.
Shapechange: Werewolf Lords can take either human or Man-Wolf form.  They can change form at will (1 rd), but will normally stay in human form unless going into battle.
Infravision
Tracking (scent, Man-Wolf only) +6, Invisibility is useless against a Werewolf Lord at Short range, unless their sense of smell is somehow interfered with.
Regal Power: As a ruler, a Prince would have command of an army (though likely a small one).  They would have personal bodyguards and a network of spies in their land.

Banes and Habits: A silver knife is used to take blood from the mother and father during the conception ceremony.  Thus, a Werewolf Lord is vulnerable to silver and takes double damage from it.  Werewolf Lords are powerful, but as mortal as any normal human.   Nearly any Werewolf Lord is prone to have a violent temper.  It’s just a question of what triggers an episode.  While generally very intelligent (in either man or Man-Wolf form), they will lose all their good sense and go berserk, thus making them vulnerable to some clever strategy or even attacking their own allies.

Werewolf Lords normally stay in human form.  Going into battle, they will choose whichever form is most advantageous, but will generally prefer throwing an armored Man-Wolf slaughter party against their enemies.

Final Destruction: A Werewolf Lord may be killed in the same manner as any other man, but good luck doing so.

Ancient Ones: The ceremony to create a Werewolf and a Werewolf Lord are essentially the same.  (Since the Werewolf Lord is born with their powers, rather than choosing to take them, they have free will in their actions, without being compelled by a demon.)  These ceremonies are an incomplete version of the original ancient beast-form ceremony.  These creatures were immortal, with the power of a Werewolf Lord, and the ability to infect others with Lunacy.  There are no known Ancient One Werewolves in the world and such monsters have retreated into legend, along with the ceremony to create them.  Perhaps.  There’s no telling what lurks in the deepest, darkest woods.   

Werewolf Lord Spells:
Spellcheck: +8, Save Against: DC 17, 2 cumulative failures in a turn/encounter.
Werewolf Lords must be in human form to cast spells.  They are unable to cast spells beyond 4th level and considered to be 8th level spellcasters. 

Common Werewolf Lord Spells (This is only a suggested list of spells.)
1ST-LEVEL WIZARD SPELLS (DC 13 to cast)
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. (Will Sv)
Charm Person: Makes one person your friend. 8 turns. (Will Sv)
Disguise Self: Changes your appearance. 8 turns.  Disrupted if injured, Will Sv to see through it, but only if suspicious.
Expeditious Retreat: Your speed increases by 30 ft. 1 turn/level.
Magic Missile: 12 impact damage + Knocked down. (Ref Sv all damage) Short range.
Sleep: Puts 4 HD of creatures into magical slumber, 1 turn. (Fort Sv)
True Strike: +10 on your or another’s next attack roll.

2ND-LEVEL WIZARD SPELLS (DC 14 to cast)
Acid Arrow: 12 acid damage + -1 to non-Dex bonus/magic AC. (Ref Sv all damage) Short range.
Arcane Lock: Magically locks a portal or chest. Permanent. (Caster Check)
Detect Thoughts: Allows "listening" to surface thoughts. 10' range. 8 rds.
Fog Cloud: Fog obscures vision. Fills confined area or 40' sq. 8 turns.
Invisibility: Subject is invisible for 8 rds or until they attack. 0 Bonuses to hit by melee or ranged, +4 Saving Throws vs spells. Disrupted by any hit. 
Knock: Opens locked or magically sealed door. (Caster Check)

3RD-LEVEL WIZARD SPELLS (DC 15 to cast)
Clairaudience/Clairvoyance: Hear or see at a distance for 8 rds.  Line of sight, through 1 wall.
Dispel Magic: Cancels magical spells and effects. Roll a normal Spellcheck to cast, then also compare that to DC 11 + ½ the original caster’s level.  Both must be successful to dispel the magic.  If the just the Spellcheck is successful, it doesn't count as a spell failure (Caster Check)
Fireball: 14 fire damage + 1d6 continuing damage until extinguished, 20-ft. radius. (Ref Sv ½ damage) Medium range. Note that this spell does have the capacity to set off flammable objects in the area, especially on successful saves, and go out of control quickly.
Fly: Subject flies at speed of 60 ft./rd, 10 turns. Disrupted by any hit.
Hold Person: Paralyzes one humanoid for 10 rounds. (Will Sv) Disrupted by any hit.
Lightning Bolt: 14 electrical damage + Stun 1 rd + Knocked Down. (Ref Sv ½ damage) Medium range.

4TH-LEVEL WIZARD SPELLS (DC 16 to cast)
Arcane Eye: Invisible floating eye moves 30 ft./round. 10 turns
Charm Monster: Makes monster believe it is your ally.  Encounter/turn. (Will Sv)
Stoneskin: Ignore 10 points of damage per attack. Encounter.

[Note: Once again, much like the Cyber-PulpWerewolf version, this creature is truly, frighteningly unbalanced.  The Characters might be better served turning their subjects against them en mass, rather than a direct confrontation.]

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