Lycanthropy Revisited

I started writing this early in March 1999.  I think I already sent this out before, but it DEFINITELY bears repeating.  I've made a few minor alterations for clarity.  Please Read!

For some time now, I've felt that folks have too "cuddly" a view of this disease.  I will admit to some guilt with this (with my pie-stealing werebear), but I also feel I've tried to show the other side (with blind rages and alot of ferocious growling).  I think people see lycanthropy as just another form of shapeshifting, no different from the druidic ability.  To them, it is a power, much like a switch, which can be turned on and off.  And, as for those infected with lycanthropy, well, it must be "neat" to have this ability.

Well, lemme try to a) set the record straight and b) give some rules for lycanthropes.  These changes will alter the werelord class, but also provide a single set of rules which deal with all lycanthropes.  There will be a basis to handle PC lycanthropes at the same time as I (attempt to) show just how nasty this can be.

First off, according to mythology, lycanthropy is a disease or curse which causes those afflicted to transform into beastmen under the light of the full moon.  In this beast state, the lycanthrope then rampages around the countryside causing terror and destruction.  People and animals die in a nightmare of killings.  The lycanthropic forms of each culture are always those creatures which the people fear most -- hence a beast-man is the most fearsome of all.  The creature is as crafty as a human, but possessed of bestial passions.

A common theme in werewolf stories is the newly-afflicted werepup seeking out and killing everyone he knows and loves.  Why?  Well, again per the mythology, the werecreature is a separate identity; it shares the body of the afflicted human, but is only released from the captivity of the human persona when the lycanthrope assumes beast form.  The werecreature has its own personality and alignment.  The werecreature has a rudimentary awareness of what the human knows, but that's about it.  In contrast, while the mind of the human has given way to the beast, the human's heart and passions remain.  Unfortunately, the cause for these passions is lost with the human's intellect; the beast doesn't know if it likes or hates someone, only that it has strong feelings toward that person.  Thus we have alot of dead wives and girlfriends right after the first change, especially with regard to particularly nasty (evil) lycanthropes (werewolves don't bother trying to figure out WHY they have particularly strong feeling -- but, per their alignment, they do like hurting others and the poor former-loved one has gotten their passions stirred up -- so "obviously" he/she should be hurt for some reason!).

Think of the comic version of the Incredible Hulk; he is aware of the existence of Bruce Banner, but wants to get rid of him so only the Hulk remains (or failing that, to make Banner's life miserable).  We're talking the classic Jekyll/Hyde relationship.  And alignment is really important.  Evil lycanthropes LIKE to kill and even neutral ones are savage carnivorous animals (do not piss them off or they WILL eat you!).  They should be seen as particularly bright WILD animals (would you really wanna to sleep next to a tiger, especially if it was as smart as you are?).  Only good lycanthropes should have a "cuddly" side (at least under most conditions).

The one thing that distinguishes a werelord from an infected lycanthrope is that the werelord CHOSE this disease and has learned to control it by being infected in small amounts and with a great amount of training.  The werelord, in contrast to other werecreatures, is a FUSION of man and beast, and therefore able to control his disease mostly through force of will.  Similarly, a werelord's mind is also a fusion of the two, so there are few gaps in memory or emotion between the two forms.  At the same time, this means all werelords MUST have the alignment of their wereform; they accepted the disease, their two "selves" are "one" so they can't fight any of the disease's effects (see below).

So what does all this mean for the game and game mechanics?

Well...

First, role-play should change.  While certain lycanthropes may be "more cuddly" due to alignment (CG werebears) or personality (valid only for werelords), most should remain horrible monsters, at least to the general populous.  The rumor of a werecreature in a party should run the risk of a lynch mob.  And I *WILL* enforce this more...!

Second, if a PC is infected with lycanthropy and changes, the player may attempt to play the character.  The player must, however, play this character according to the passions of the beast.  A newly transformed wereboar would just as likely kill its party as the hill giants they're fighting, since it loves to just fight.  A werewolf would actually get off wasting those party members its human-self cares for or hates (chaotic evil means likes causing destruction ESPECIALLY if it hurts someone else!).  Violation from this means the werecreature immediately becomes an NPC.

Third, afflicted characters can fight the disease.  I've never liked the idea of spontaneously changing alignment.  I like the idea of a bitter, dark struggle against the beast.  The hapless human may retain his alignment, working by day to end the existence of his night-time alter-ego.  By day, normal PC, by night, mindless monster (and possible NPC).

Fourth, there is a base chance, depending on circumstances for the beast to rise, as shown below:

Assume beastform
Full moon 75%
Greater moon 25%
Half moon 0%
Lesser moon -25%
with modifiers of
  +25% for night time
  +25% if the moon is visible
    (always applies during the full moon but never applies during the day)

with check made
  When emotionally upset ("Mr McGee, don't make me angry...")
  When wounded (first time takes damage)
  When severely wounded (first time reaches 1/2 or fewer hits)
  When the full moon rises

The werebeast then behaves according to its alignment and situation.  Once things are calm (and in most cases the blood-rage has been satiated by a few killings), the creature MIGHT change back, again rolling below.

Resume humanform

All phases of the moon
0%
           
with modifiers of
  +50% for moon set or no longer visible (non-full moon)
  +50% for sunrise or day time
  +50% if the werebeast goes to sleep or is rendered unconscious

with check made
  When the sun rises
  When the creature loses consciousness
  When the creature's blood-rage is satiated (but no additional stimulus)

Fifth, as the lycanthrope lives with his disease, he learns to control it.  Infected characters need to start keeping a second tally for eeps.  When the beast does things, it gains experience, using the same table as the appropriate werelord (I'm trying to discourage this as a good thing).  When the beast earns enough experience to "level" it gains some measure of control over its state. Likewise, high wisdom (willpower) helps a little:

Experience Modifier
1st lvl none
2nd lvl +/- 10%
3rd lvl +/- 25%
4th lvl +/- 50%
5th lvl +/- 100%
6th lvl +/- 150%
7th lvl at will only
Wisdom Modifier
15 Wisdom +/- 1%
16 Wisdom +/- 3%
17 Wisdom +/- 6%
18 Wisdom +/- 10%
19+ Wisdom +/- 15%

These bonuses can either be used to encourage a change, or fight it off.  For example, a 15 wisdom werewolf living with the disease for some time (3rd lvl) would be able to better resist the change.  Normally, if a werewolf was wounded at night during a risen greater (more than 1/2) moon, he would have a 75% to change (25% for the moon, 25% for being night time and 25% for being able to see the moon).  But, this character could bring this down to 49% or up to 100% through willpower, self-control and experience (+/- 25% for level and +/- 1% for wisdom).  The same character would have a 0% to 1% chance (player's choice) during the day during a lesser (less than 1/2) moon (lesser moon is -25% with +/- 26%).

Sixth, each time an infected lycanthrope levels as a beast, the human "host's" alignment moves one place toward the beast.  The human identity can fight this, by rolling a saving throw versus wisdom with a negative penalty equal to the beast's level (and this roll must be made when initially achieving first level as a beast -- sometimes after the first transformation and subsequent kill).  If the roll is made, the human's will fights off the beast's urges and the human retains his alignment a little longer.  If the roll fails, the human's alignment shifts.  If a 20 is rolled, then the human personality not only fails, but must roll again to avoid sliding TWO alignment steps AND also picks up some appropriate form of insanity from the mental strain.  Werelords, being voluntary converts, never roll like this and ALWAYS have the alignment of the beast in all forms.

Seventh, for every two levels (round up) of the beast form, the beast can shift from human to lycanthrope.  Changing back is free.  It doesn't make a difference if either change is voluntary or not.  Note that this means lycanthropes now commonly revert to human shape when knocked unconscious.  Only changes while conscious restore hit points (see below).

Eighth, the beast and the human are separate entities, but bound to the same basic body.  The act of changing shape causes the body to reshape, often healing wounds.  For an infected lycanthrope, changes to either shape heals 1d6*10% of his hit points (round down) from the change.  While wounds tend to heal between forms, the general state of one entity is reflected in the other.  Since, each being has a different set of hit points and current state of health, when shifting between forms, the new form should have the same percentage of wounds as the previous form (rounded against the lycanthrope).

Werelords, as a fusion of man and beast, have only a single set of hit points.  Prior to achieving mastery of forms at higher level, only a werelord's human form is his "natural form".  Because of this, werelords only heal when resuming human shape prior to level of mastery, because the strain of shifting to another form prevents it.

Ninth, the abilities of the beast are somewhat a function of the level of the beast.  At first level, the strain of changing shape causes all werecreatures to scream in pain during the transformation.  At second level, a save vs wisdom will negate this.  Also, beginning at second level, any lycanthrope may elect to voluntarily change, with the percentages and modifiers give above.  Voluntary changes may only be attempted once per encounter or until the situation changes to meet one of the normal conditions for transformation.  At third level, the change becomes painless while at fourth level, the beast gains the ability to growl human-sounding speech.

Tenth (and finally for now), werelords are just a "special case" of lycanthropes.  Instead of having a unique set of abilities, they are merely one example of how lycanthropy can manifest.  To determine if the beast rises, the werelord always rolls as if it is a lesser moon (he has far less of the disease in his blood) and doesn't need to check for involuntary changes into beast form unless TWO conditions are met (he is hurt and angry, usually).  In this case, however, the werelord will be lost, at least initially to his blood-rage when he assumes wereform.

Likewise, although all infected lycanthropes gain resistance to non-silver weapons initially, the werelord, with his lesser infection, must wait until 8th level to gain this ability.

Kalavor Talgris, the Left Hand, Papa Bear
and
Phillipe Redlocke, scourge of Alex, Paige and Sonora Fireoak
and
Freke  8-)

© 2000 buddhabear@geocities.com 1