
Lycanthropy in MM
I got to think about lycanthropes in the current system. This will be of interest to Docteur Chestel.
Cursed! If you lose more than half your HP to a werebeast, make a CON check to avoid catching the disease.
Changing. When infected, you can change with a successful WIS check. You have a Lycanthropy dR that starts at d4 and is stepped up every time you gain a level.
Roll it whenever:
- You change to and from you animal shape
- You are in presence of a stimulus (moonlight, blood, cheese, honey cakes, etc. depending on your form of lycanthropy)
On 1-3, you give in partially to your animal instincts. Roleplay it.
If your dR is stepped down to nothing, you lose control (and change if you hadn't already). The referee gets to veto your actions. They can also announce you black out and fast forward to whenever you wake up.
The dR refreshed with a couple of days rest, usually between adventures.
When in animal or hybrid form, you gain the following benefits:
- regeneration 1 hp every turn (unless wounded by magical or silver weapons)
- an extra bite attack (d6)
- the trait werebeast that lets you run faster, have better senses, etc.
Nice. Fun to go berzerk and infect your friends and enemies!
ReplyDeleteNice idea, Stelech is ready to test this new rule.
ReplyDeleteI'm counting on him (and on his pack)!
ReplyDeleteSo I have been thinking about these rules Eric Nieudan and I like them a lot.
ReplyDeleteI have come up with some questions/ideas.
- As far as regeneration goes - if they are damaged by silver or magical weapons I think some time frame should be listed as in how many rounds before regeneration kicks in that doesn't stack - becuase if it did it would be a pain in the ass for book keeping. My thought would be 4 rounds. Can use a d4 to keep track.
- Possible have the trait werebeast in human form as well becuase werewolves in human form from media tend to have increased senses, strength, stamina, etc.
What do you think?
Talon Waite Yeah, I've allowed the use of the werebeast trait last night, and the character wasn't in his animal form. I'll change that.
ReplyDeleteRe: regeneration, maybe it would be simpler to keep track of the damage made by magical or silver weapons, and that doesn't regenerate at all? It just heals normally though.
You bring up an interesting point regarding regeneration Eric Nieudan. Having two seperate damage totals - one for nonmagical/silver damage and the other for mundane damage could work. Though that then brings up extra math and more booking keeping.
ReplyDeleteCome to think of it - as armor cannot be worn in animal or hybrid form (whether they drop their fear or it mystically changes with them) the best way to stimulate resistance to non magical and non silver sources would be go straight damage reduction with actually regeneration happening out of combat. So let's see...
Blessing of the beast: Werebeasts bodies are resistant to damage from mundane sources. In animal or hybrid form, all damage from non magical and non silver sources are reduced by 3. In addition, outside of consent or other strenuous activity the Werebeasts regenerations 1hp a "round". If the Werebeasts was damaged by magic or silver sources they lose this regeneration ability but still heal faster then normal. On a successful CON check after a full night's rest, the Werebeasts recovers 2 HD instead of just one.
The double healing thing is how I did it before :)
ReplyDeleteI'm not a big fan of damage reduction in this context. It feels too far from what the system is doing (just my taste though).
I had another idea earlier: a werebeast can heal at any time by rolling their lycanthropy risk die: they get back as many hp as the result. So potentially unlimited regeneration at the risk of losing control. And when that happens, they still get to regenerate 1d4.
They can't do it if they've been wounded by a magical or silver weapon this turn.
Ah. Ya, by damage reduction is more of a flavor thing. Your response just gave me an idea.
ReplyDeleteRegeneration: Werebeasts regenerate 3 HP a turn unless they are damaged by magical or silver sources that turn. If they take damage from a magical or silver source they don't regenerate that turn.
That's a good mechanic for all kinds of infection.
ReplyDelete