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Tuesday, August 27th, 2024 07:59 am
Werewolves -- one Lindwyrmy take: A werewolf is akin to a wolf beastfolk, a human being (or sometimes another kith) able to change into an animal form; but for the werewolf, a change of shape is often involuntary -- and just as often a time of mindless violence.

[a wolf: 2 HD, AC 12, +2 bite (1d6), ML 7, trip: successful attack costs target next 1d3 actions, pack tactics: +2 to actions and morale if > 5 wolves]

* All werewolves have one or more specific triggers that will force a transformation (SAVE at 17, if you want to be nice), such as:
1) seeing the moon for the first time in a day-night cycle
2) touching silver
3) being injured (damage = HD total)
4) experiencing a catastrophic failure
5) taste blood
6) fail a reaction roll or CHA test

* Whenever a werewolf shapeshifts, bloodlust frenzy occurs on 2-in-6, 4-in-6 if the change was forced; this berserker state leads to attacking any likely targets in sight and continues until unconscious, debilitated, or the werewolf runs out of targets.

* A werewolf deals 1d6 with its bite (or claws, if applicable) or any weapon damage by class, whichever is higher.

* A werewolf's default beast form is simply a large wolf, but some may have 1d2 other shapes, or a different default form:
1) wolf, with outsized claws
2) bipedal wolf, semi-capable of manipulation with front paws
3) digitigrade, tailed, taloned wolf-headed bipedal form
4) wolf-headed humanoid


Some further werewolf options

01. vulnerable to consecrated substances
02. vulnerable to silver
03. regenerate 2d6+2 hp / action
04. can create another werewolf by biting
05. can be castigated or turned like the unliving
06. can selectively shapeshift a single feature (does not provoke frenzy)
07. 2-in-6 magic resist
08. rise as a vampire after death