Lycanthropy-
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There have been many different
approaches to the disease of lycanthropy.
Many are too complicated
to understand or are structured so poorly that the werecreature dominates
the game.
Lycanthropy as a form of
player character should be discouraged in AD&D.
This can be done by promoting
the human attributes instead of the beast’s, thus making lycanthropy undesirable
(as it should be).
Some players may not realize
that any damage of over 50% of hit points sustained by bites in a fight
with a lycanthrope may cause them to be afflicted by the disease.
When this happens it may
be months after the first night of the change before the character begins
to suspect that lycanthropy
has taken hold of his or
her being. After that first night all that will be
remembered is that the character
was very ill and extremely tired. In the
morning the townspeople
will quite possibly be combing the countryside
looking for a rampaging
lycanthrope. The player character may join in the
search for the werebeast,
not realizing that he or she is the lycanthrope.
After a few months of changing,
the adventurer will (or should) begin to
suspect that something is
wrong. On the nights before the full moon the
lycanthrope will become
withdrawn and a bit edgy, preferring his or her
own company to that of others
- including family. It may be the torn and
shredded clothes he or she
wakes up in or the mud and scratches on the
character’s arms and legs
that trigger the realization that he or she may be
the werebeast the townspeople
are searching for. If at all possible, the DM
should try to moderate the
campaign so that the players don’t know for
several months of game time
that the character is now a lycanthrope.
Any human PC (humans are
the only beings able to contract lycanthropy<1>)
bitten for 50% or more of his or her natural hit points has a 100% chance
of becoming a lycanthrope of the same type that attacked him or her.
If
the player eats any belladonna within an hour after being
bitten, there is a 25% chance
the disease will not manifest itself, and thus
the character will not be
afflicted by it. If not, then a 12th or higher level
patriarch must be found
to administer a cure disease within
three days
after being bitten. If the
adventurer is only able to find a patriarch of a
high enough level after
the initial three days, he or she may elect instead
to have the priest attempt
a remove curse. This spell must be performed on
the player character when
he or she is in wereform. The beast will need to
make a monster’s saving
throw against magic, and while in wereform the
creature will fight violently
to put as much distance as it can between it
and the patriarch performing
the spell. If all this fails, there is still
hope . . .
At this point, if the player
wishes to remain a lycanthrope the two charts
given later should be consulted
in handling the lycanthrope as a player
character. If the adventurer
decides to be cured and the methods
mentioned thus far have
been unsuccessful, he or she may take refuge in
a holy/unholy place such
as a monastery or an abbey. There the clerics
can administer to the afflicted
one holy/unholy water laced with a goodly
amount of wolfsbane and
belladonna prepared by the spiritual methods of
that particular religion.
This potation is to be consumed by the victim at
least twice a day from a
silver chalice. No adventuring may be done by the
character while he or she
is being treated by the clerics. After a month or
more (depending upon how
advanced the disease is) the player character
should be cured and somewhat
poorer in the purse, as this procedure is
very costly. The clerics
will charge for the cost of the herbs and the
holy/unholy water as well
as for the services rendered. The DM may also
wish to include the level
of the priest as well as the adventurer into the
cost of this treatment.
If the character has died
in a fight with a lycanthrope and is resurrected,
the disease will be 100%
certain if the cleric raising the adventurer is unaware
of the disease or fails
to follow the proper procedure to eradicate it.
The aforementioned cure
will work on the werestricken adventurer who
has been resurrected. The
cleric can use a cure disease (if there is still
time) or a remove curse
(if there isn‘t) on the dead adventurer before employing
the resurrection spell.
If the cleric doesn‘t take the above safety
measures, then it will be
necessary to wait until the adventurer becomes a
lycanthrope to try to remove
curse or use the cure with the herbs and
holy/unholy water.
If the character opts to
remain a lycanthrope, many things will need to be
taken into consideration,
such as the mental anguish caused by the act of
changing. Other things,
like conflicting alignments between the character
and his or her lycanthrope
nature, and what his or her family and friends
will do once they discover
that their friend and loved one is the werebeast
that might have been terrorizing
the countryside on the nights of the full moon,
will have to be determined.
The more extreme the difference
in the alignments of the adventurer and the beast,
the more mental anguish
the character will be prone to suffer.
For example, a lawful good
paladin is bitten by a werewolf,
which is a chaotic evil
creature.
He doesn't discover he has
the disease until it is too late.
His mental torment is great,
especially when the moon
is waxing full,
up to the time it is full
and then for several days afterwards.
(The DM may wish to select
a mental disorder from the section on Insanity
for the character to suffer from to reflect the anguish caused by the disease.)
The paladin,
even after being cured,
is no longer a paladin because
he is no longer pure enough for that honored state.
The DM can elect to have
the gods send the paladin on a quest in order to restore him to his paladinhood,
but it is not recommended.
No experience points may
be gained by a player character while in lycanthrope
form. If the character is
a fighter/lycanthrope, the fighter will
be able to gain levels only
as a fighter, never as a lycanthrope. This
applies to all classes.
The only way a lycanthrope will ever be able to
control the change from
man to beast is with time measured by full moons.
There will be no control
of the change into a werebeast for two years of
game time and it will be
another year before any control will be gained
for the change back into
a human. On the nights of a full moon all lycanthropes
with less than three years
experience as a werebeast will change
into their wereform and
remain that way from the rise of the moon till
dawn.
There are other factors besides
the full moon that can cause the release of
the werecreature in a person
afflicted with lycanthropy. One common
cause is stress during a
melee. If the character has lost more than one-third
of his or her natural hit
points during the fight, there is a 50% chance that
the werenature will emerge,
causing the player character to be disoriented
for 1 to 2 rounds (characters
with more than two years of experience
as a lycanthrope will not
suffer this disorientation). During this time,
the lycanthrope will be
unable to engage in combat. He or she will also
sustain damage from the
change as shown on the appropriate table given
below. Spells used in the
vicinity of a lycanthrope such as monster summoning
Ill-Vll, conjure animals,
and animal summoning III might cause the
werenature to be released.
It will be up to the DM to decide what spells or
magic items could trigger
the beast inside the afflicted adventurer. Arguments
with other player characters
as well as fear could cause the change
from man to beast.
All lycanthropes will fight
and do damage as described in the MONSTER
MANUAL regardless of how
long the character has been a lycanthrope.
The diseased adventurer
will eventually acquire the alignment of the lycanthrope
form (if it isn‘t the same
already) within 2 to 12 months.
While in wereform the character
will not be interested in any of his or her
belongings and will leave
them where the change took place. This
includes armor and weapons
(except for wererats, who will carry swords).
Question: Under the
Lycanthropy section of the DMG it states that a paladin
caught the
disease. Paladins can’t
contract disease. Please explain why
you said this.
Answer: Lycanthropy
is not a disease, but it is often called one. To
become a lycanthrope you
must contract it like a disease even though it
is a curse. If it were a
real disease, a Remove Curse would not work on
it, and a Cure Disease would
not have a three-day time limit on it.
Lycanthropy is very complicated,
and paladins are not exempt from it.
Paladins already have it
pretty good; we can’t let them have everything
rosy.
Q. If a character
already suffering from
lycanthropy (after being
attacked by,
say, a were-bear) is badly
wounded
by another type of were-creature,
what form will the disease
take?
A. If the wording
in the DMG is taken
literally, then the 2nd
attack by a
were-creature will have
no additional
effect because it states
that only
humans are afflicted by
lycanthropy
-- and lycanthropes are
not truly
human any more. If
this line of
argument is followed, then
the
2nd type of lycanthropy
will have
no effect.
(Imagine #19)
Change Table For Lycanthropes:
This table will aid the DM
in determining the percentage chances of a
player character lycanthrope
changing into and out of wereform. After six
years of experience, lycanthropes
will be able to control their change at
will.
WANING MOON | 1-2 years | 3 | 4 | 5 |
Full | 100%* | 75% | 50% | 25% |
Half | 75%** | 25% | 15% | 5% |
Quarter | 50% | 5% | - | - |
New Moon | 25%** | - | - | - |
- | - | - | - | - |
WAXING MOON | - | - | - | - |
Quarter | 50% | - | - | - |
Half | 75%** | 30% | 20% | 10% |
Full | 100%* | 80% | 55% | 30% |
* There is no chance for voluntarily changing out of wereform.
** There is only a 25% chance for voluntarily changing out of wereform.
This table shows how much
damage a character takes from armor constriction
(before the straps burst
and it falls off) during sudden change to lycanthrope form.
Armor Type | Werebear | Wereboar | Wererat | Weretiger | Werewolf |
No Armor | 0 | 0 | 0 | 0 | 0 |
Leather/Padded | 1 | 1 | 0 | 1-2 | 1 |
Studded Leather/Ring Mail | 1-2 | 1-2 | 1 | 1-3 | 1-2 |
Scale Mail | 1-3 | 1-3 | 1-2 | 1-4 | 1-3 |
Chain Mail | 1-4 | 1-4 | 1-2 | 2-4 | 1-4 |
Splint Mail/Banded Mail | 2-4 | 2-4 | 1-2 | 2-5 | 2-4 |
Plate Mail | 2-5 | 2-5 | 1-3 | 2-5 | 2-5 |
<Extend damage table for Foxwoman, Seawolf (Greater), Seawolf (Lesser),
Wereshark>
<Extend damage table for Bronze Plate, Field Plate, Full Plate>
<1>
1. The DMG notes "humans
are the only beings able to contract lycanthropy".
2. The MM notes "any humanoid creature".
Quote:
Originally Posted by A'koss
Whoa, I didn't realize I
was such a rebel AD&D player! <stick out tongue>
All I can say is...
AARGH! Blasphemy
I once allowed someone's
subdued and charmed ogre servant to become a werebear-ogre after it was
bitten but survived a fight with a werebear, and that was pretty much the
omega of that sort of thing <paranoid>
Cheers,
Gary