All the
great movies that have involved werewolves and lycanthropes – American Werewolf
in London, The Howling, and Wolf, they deal with the slow and inexorable loss
of ‘self’ of the protagonist as the animal within assumes dominance in their
mind and behaviour, or warps their physical body, and the victims are helpless
to wake up the next day, naked and covered in the blood of their prey.
But there’s
an allure to lycanthropy, it’s existed in cinema for years, and role playing
games have adapted it. Even though most
original bestiaries state under lycanthropes ‘a victim that succumbs to lycanthropy
takes the alignment listed, and becomes an NPC in the hands of the DM’ … where’s
the fun in that? Many house rules and
articles have been written about PCs as lycanthropes through various games down
through the decades.
Now, DCC is
pretty quiet on the were-creature front.
The core book says Neutral Clerics can turn lycanthropes, but narry a
werebeast is listed in the monster section.
The Shudder Mountains module DCC #83.1 include a wearboar foe and it briefly describes how someone might catch lycanthropy, but not a lot about what happens after
(other than the victim becomes takes a direct ride on the NPC bus line).
So, here’s
a house rule for lycanthropy – I’m sure the GM will enjoy it almost as much as their
players … it gives the players a sense of the curse slowly overtaking them …
will they revel in their new abilities, or will it become a race to find a cure
….
Lycanthropy
Anyone
injured by a lycanthrope’s bite attack might contract the disease of
lycanthropy, changing them slowly into one of them. At the end of the combat,
all PCs injured by a were-creature must make a Fort save vs. a DC equal to 5 + the
number of hit points in bite damage taken. If the saving throw fails, they are
corrupted with the curse of lycanthropy.
Each
night the afflicted must make a DC 12 Fort save, and if they fail roll on the
table below (DC 16 if it’s a full moon and the moon can be seen by the accursed
victim). If a result grants no new
effect, instead treat the roll as a 16 result.
Should a
victim ever be reduced to 0 Personality from this table, their mind becomes
entirely and irredeemably beast-like.
The next full moon any remaining lycanthropic traits from the table are
gained, and the victim’s transformation is complete.
The
progress of the curse can be postponed for one night by consuming a sprig of belladonna,
but that is a poisonous plant (DC 14 Fort Save or suffer 1d3 Stamina, 1d3 hp
damage each time a plant is consumed). Lycanthropy
can be also be cured by a Remove Curse spell (treat as a major curse) or
certain esoteric means of the judge’s creation.
If cured, all bonus effects granted from the lycanthropy (with the
exception of bonus hit points) are lost.
1d16 Lycanthropic Corruption
1 Starts
growing thick, bristly fur in tufts. If
this result is rolled a second time, it becomes impossible to hide. If rolled a third time, their body is
completely covered in fur, granting a bonus to AC.
Werebear: +3 AC
Wereboar:
+3 AC
Wererat: +2 AC
Werewolf: +2 AC
2 Bones
start twisting and reshaping to the new form, causing extreme pain and 1d6 hp
damage.
3 Eyes
start adapting to the dark, gain +10’ of infravision each time this is rolled,
up to the following maximums:
Wearbear: 30’
Wereboar: 30’
Wererat: 100’
Werewolf: 60’
4 Teeth
start extending, granting a 1d2 bite. If
this is rolled subsequent times, the bite damage increases on the dice chain (to
1d3, 1d4, etc), up to the following maximums below. Once the bite attack reaches the maximum, the
teeth or tusks are impossible to hide.
Werebear: 1d6
Wereboar: 1d8
Wererat: 1d6
Werewolf: 1d6
5 The
physical body reverts to their unaltered original human (or demi-human) form
temporarily – until the accursed wishes to change back voluntarily, or
automatically if ever exposed to a full moon.
Any physical traits of lycanthropy such as teeth or a tail or fur, and
their relevant bonuses are temporarily lost, but other effects such as
infravision or protection from non-silver weapons or the like remain.
6 A
tail starts growing, but can be hidden. If rolled a second time, it becomes impossible
to hide. If rolled a third time, it
grows to full size, granting the following effects based on creature type:
Werebear:
No effect
Wereboar: No effect
Wererat: +2 to Reflex saves.
Werewolf: +1 to Reflex saves.
7 The
body grows resistant to non-silver or non-magical weapons, only taking 75%
damage from other weapons. If rolled a
second time, non-silver and non-magical weapons only cause 50% damage. If rolled a third time, non-silver and
non-magical weapons only cause 25% damage.
If rolled a fourth time immunity is granted to non-silver and
non-magical weapons.
8 Your
aggressive instincts increase, granting a +1 to Initiative checks and
attacks. This roll is cumulative, to the
following maximums:
Werebear: +1
Wereboar: +1
Wererat: +2
Werewolf: +3
9 Fingers
lengthen and joints loosen, granting +1 to each the following skills below, with repeat results being cumulative to the
maximum bonuses listed:
Wearbear: Climb Sheer Surfaces +3, Fishing +1, Swim
+3, Track +3
Wearboar: Hide in Shadows +3, Sneak
Silently +3, Track +3
Wererat: Climb Sheer Surfaces +1, Hide
in Shadows +3, Sneak Silently +5, Swim +1.
Werewolf: Hide in Shadows +5, Jump +3, Sneak
Silently +3, Track +5
10 Hunger
for flesh and blood cannot be denied, either feast on a freshly killed creature
of 1HD or more that night, or suffer 1d4 Personality damage.
11 The
language of the animal form you have unteraken is now understood, and is gained
as an additional language. If rolled a
second time, the mind of the victim becomes more animalistic, and a random non-animal
language is lost.
12 Your
bite becomes diseased, granting you the ability to transmit lycanthropy.
13 Your
sense of smell and acuity of eyesight heightens, granting a +1 bonus to smell
or sight, up to the maximum listed below.
Once maximum bonus is reached, an accompanying penalty may be applied instead
under certain circumstances if listed below:
Werebear: Smell +2
Wereboar: Smell and Sight +1
Wererat: Smell & Sight +2 (or -1 in
bright daylight)
Werewolf: Smell & Sight +2 (or -1 in bright
daylight)
14 The
animals akin to your lycanthropic form (rats, wolves, etc) see you as a kindred
creature, and will no longer harm you unless harmed first.
15 Gain
+1 hp permanently as your unnatural vitality increases.
16 The
victim is plagued by animalistic urges and thoughts, suffer 1d6 temporary
Personality damage
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