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Lycanthropy, by Gregory Rihn (TD #14) Another Look at Lycanthropy, by Jon Mattson
Lycanthropy (AD&D) Lycanthropes (MM)
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Lycanthropy —
The Progress of the Disease
by Gregory Rihn


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Dragon magazine MM3 - Dragon #14 Dungeons & Dragons
The Onset of the Condition The Progress of the Disease The Wereshape The Lycanthrope Experience Further Options

Q. What Do You Do With Eight Werebears? A. Whatever They Want.

Recently, an encounter involving a group of adventurers in hostile
territory who were trying to pass as chaotics and a group of presumed
chaotics who turned out to be lawful werebears resulted in one of the
surviving adventurers catching the “werebear disease." This led to considerable
speculation on the part of other characters regarding the advantages
of being able to become a bear invulnerable to ordinary weapons
whenever the going got tough, especially now that there was a
friendly lycanthrope handy to innoculate them at minimal pain and
cost. Obviously, werebeardom is not the answer to all an adventurer’s
dreams. However, just as obviously, a referee does not want every
character in his campaign to be able to become a bear at will. The prospect
of an epidemic of lycanthropy breaking out forces the promulgation
of some rules limiting the abilities of player-character-lycanthropes,
while still retaining the role as a playable option.

Note: At this time I was not aware of the increases in strength,
speed, and hit dice of these beings that are recommended in the Blackmoor supplement. While these are desirable, their use makes the imposition of some limitations even more necessary.

The Onset of the Condition

As per Dungeons and Dragons guidelines, characters bitten by lycanthropes
have a 50% chance of catching the conditon, with the first
shape-change occurring in 30-60 days.

Due to the supernormal nature of lycanthropy, the disease disrupts
the physical and mental channels of supernormal energies. Therefore,
over the period of incubation the victim of lycanthropy will suffer a
proportional loss of all magical, clerical, or psychic ability, which becomes
complete with the onset of the first transformation.

The first transformation will usually be involuntary, characteristically
occurring during dreaming sleep, or during a period of physical
or mental stress, such as combat. At this time the lycanthrope’s
newly gained animal nature will tend to predominate, (95% chance) resulting
in blind panic. The victim must then be calmed or subdued, at
which time the victim’s human persona may assert control, although
there is a 10% chance that the shock will cause insane subjugation of
the human persona to the animal nature, which will persist even when
the victim is returned to human shape, and must be cured in the manner
of other insanities. Thus there is a distinct chance that a new lycanthrope
may escape into the wilderness and assume the life of a beast,
unless restrained by his friends.

The new lycanthrope cannot revert to human shape of his own
will, as he lacks sufficient experience to control his bodily process.
Even more experienced lycanthropes cannot control the process perfectly,
and there is a decreasing chance that they may not be able to
change back, which should be checked upon each transformation.
There is also a slight chance that the animal nature may assert itself.
Both should be checked upon each transformation to the wereshape.

Fortunately, there are a number of ways in which reversion to
human shape may be effected. More experienced lycanthropes of the
same weretype may induce shapechange in either direction by the laying
on of hands. A polymorph others spell can effect the change to human
shape without affecting the ability to become an animal at a later time.
An illusionist may hypnotize the subject and induce the change. (One
dungeon I am aware of has mysterious machines which can reverse the
shapechannel!) A clerical cure disease or a healing cure lycanthropy
spell cast upon the subject while in animal form will result in
permanent loss of the disease and reversion to human form. There is a
slight chance that an exhausted lycanthrope may revert to human form
while sleeping, but this is undependable. (About 5% chance, higher if
exhaustion is extreme, or the subject has been severely wounded.)

The Progress of the Condition
Werebears are the most usable type of lycanthrope for player characters.
(Note: Non-player werebears are usually lawful, and extremely
reluctant to contribute to the spread of the disease, sternly disapproving
of those who do.) All others, (wolf, rat, boar, tiger) while retaining
their intelligence and cunning in animal shape are less able to control
their beastly natures. This carries over into their human lives, so that
they become progressively more wild, dangerous, and animalistic in
habit and in attitude. They come to prefer the company of their own
kind and similar animals and to be untrusting, at best, and generally
hostile toward normal humans.

Werebears will also tend to become more bearish in nature. They
will add a bearish layer of fat. They will sleep much of the time in the
winter, if they are able. They will prefer wilderness of towns, and will
lead solitary lives, perhaps accompanied by one of their own kind of
the opposite sex, and possibly children.

Note: Children of uncured lycanthropes inherit the condition. Lycanthropy,
however, is not transmissible via intercourse, but only via
the bloodstream. Children of chaotic types can be taught to change as
soon as their parents are able to teach them. Hereditary werebears, or
others not raised among their own kind, will have their first transformation
at the onset of puberty. Lycanthropes in animal shape are
sterile as regards normal animals of the same type, which is why the
woods are not full of the offspring of lycanthropes who went insane
and believe themselves beasts.

Lycanthropes of all sorts will tend to become more hairy when in
their human forms. Note that this will be human hair, growing in the
ordinary human patterns. A man’s beard, for example, would become
more thick and heavy, brows grow together, and body hair become
more evident. Women, however, will not grow beards unless they are
already disposed to do so. Finger and toenails become thicker and more
clawlike. There is a tendency, for teeth to gradually become more
pointed. All forms experience a change in body odor which will make it
impossible to go near horses or mules. Werecats in advanced stages
have been known to retain slit pupils (and presumably catlike night vision)
in their human shapes. All lycanthropes will be recognizable by a
fine growth of hair in the palms of their hands, on on the soles of the
feet.

The Wereshape
With the exception of werecats and some extraordinary werewolves,
a lycanthrope in his animal shape has all the attributes of an
ordinary animal of his type,. though werewolves tend to be large as
wolves go. This includes sight, hearing, scent, mass, etc., and often extends
to specific variations among werecats, where tigers, loepards,
panthers, and pumas have been reported, and bears, including black,
grizzly, and even polar werebears.

While there are many things animals may do that are beyond
human abilities, werecreatures suffer the limitations inherent in their
animal shapes. For example, animals cannot see colors. Lycanthropes
may not speak human languages while in animal form, though they
may still understand those that they know. They may learn the language
of the species of their wereshape, and may understand and speak
it in their human shape if they are sufficiently intelligent. (Note: Cooperation
between lycanthropes and the animals they resemble is not
necessarily automatic. For example, in order to gain the cooperation of
a pack of real wolves, a werewolf would have to fight and subdue the
“alpha wolf”, or pack leader. Probably a simple matter, since the
wolf’s claws will not harm the werewolf. It should take considerable effort
to round up and control any number of bears, tigers, or similarly
solitary or paired creatures).

Lycantrhopes in animal shape will not be able to use standard
weapons or any equipment intended for human use. (Requiring a
thumb to grasp, etc.) This should include magic items intended to be
activated by humanoid energies (rods, etc.). Passive magical items such
as amulets or rings of protection may be used if they can be retained
upon the beast form. Most potions will not work upon lycanthropes in
wereshape. Poison, however, will.

(Note that rats, unlike other animals, lack a vomit reflex and thus
can successfully be poisoned by substances and dosages that another
animal would throw up and get out of their system. Accordingly, the
saving throw of wereshaped wererats against ingested poisons should
be reduced.)

When changing to the wereshape, the lycanthrope must shed clothing
or equipment that would hamper him. Full plate or chain armor is
thus not recommended. Such items do NOT “disappear” and. “reappear”
when a lycanthropic shapechange is made. Lycantrhopes will
find it advisable to wear loose clothing that is easily discardable. They
will generally prefer leather, skins, or wool fabrics to metal, cotton,
linen, or silk.

The Lycanthrope Experience
Persons who have just become lycanthropes cannot revert to
human form at will until they have gained 2500 experience points in addition
to their previously gained experience. They may transform only
once per day on their own, and may still involuntarily transform during
dreams or periods of stress, and such transformation uses up their one
chance per day. More experienced lycanthropes can induce a second
shapechange in others, but this requires a full day of rest in those it is
done to, and cannot be done more than once per day, as the lycanthrope
in whom the change has been induced will be completely exhausted
upon return to human shape. Reversion to human shape must
be assisted in such a case. Ability to transform more frequently, change
back at will, and be free of involuntary transformations increases with
experience gained.

All experience gained during one’s tenure as a lycanthrope must be
calculated in two ways: first, to determine one’s skill in dealing with
one’s lycanthropy; and second, for all standard purposes. For example,
a fourth level fighter. may contract lycanthropy. He still possesses the
skill and experience of a fourth level fighter, and operates as such in his
human shape. However, he will suffer the inconveniences of a first
“level” werebear — involuntary transformation, inability to change
back, etc. Once he has gained 2500 experience points since the date of
first transformation, he will be a second “level” werebear but probably
still a fighter of the fourth level. By the time he has gained 10,000 expereince
points since the date of first transformation he would be a
fighter of the fifth level and a werebear of the fourth. Initially he would
fight as a “monster” of four hit dice in wereshape (unless the Blackmoor
modifications are in effect), and, when he gained another hit die
as a fighter, assuming fighting experience is retainable from one shape
to another, he would add one as a bear. As a fighter by trade, if he is
cured, he may retain the full value of experience earned while a werebear.

If a magic user or other “specialist” cannot or elects not to be
cured, experience gained since first transformation will affect his fighting
skill in the same manner, since he will have effectively have retired.
from magic use. He would have to fight as a magic-user of his hitdice
due to his unfamiliarity with fighter’s equipment. Referee’s may calculate
how long it would take such a person to use a sword effectively, if it
is possible at all. It is assumed that some bearish instincts will aid him
in fighting as a bear.

Clergy, of course, will not necessarily suffer the handicap of being
unfamiliar with weapons and armor. Though werebear clerics would
lose their miraculous powers, they may retain their holy orders, depending
on the ruling of their establishment of religion. They will obey
the usual weapon restrictions in order to remain in good standing. The
cleric’s ability to turn undead may at the DM’s option be reduced by
half (as with psionics) or retained fully, since this power uses none of
the ordinary spell trappings, but seems to depend more on the cleric’s
wisdom, devoutness, and courage in his faith.

If a magic-user, cleric, or psychic has allowed the disease to progress
to a point where there has been a measurable loss of special abilities
before being cured, it will require the same amount of time for the
lost abilities to be fully recovered. Magic-users, clergy, or psychics who
have been a lycanthrope for some time before being cured may apply
only 50% of the experience earned during that period to his lifetime
total, as experience for these classes should hinge on the use of their
supernormal powers.

Thieves generally function as fighters in this regard. This is the
only other class where lycanthropy may prove to be a positive asset, due
to increase in strength, endurance, etc., and there seem to be few drawbacks
for this class.

Rangers function as fighters, but cannot gain any holy or magic
powers while the disease persists.

Bards are treated as the other classes. Over the long haul, bard
characters will suffer a loss of charisma, due to excessive hairiness,
pointed teeth, animal breath and body odor, a taste for raw meat, and
the disconcerting tendency to become an animal from time to time. His
chances to charm should be somewhat reduced.

Characters who become lycanthropes in the course of the campaign
may retain the skills to use magical devices that they were able to
use before infection. If a character begins life as a lycanthrope, he/she
may be a fighter or a thief, and may use appropriate magical items. Potions
may affect lycanthropes while in human form (and have generally
human metabolism). A lycanthrope may drink a potion in human form
and then attempt to change shape. The referee should determine the results
at his option.

The change from man to beast is not instantaneous, although time
of transformation reduces with experience. The lycanthrope may still
attempt to fight during this period, although at considerably reduced
effectiveness, as a man for the first half of the conversion period, by
which time hands have become too much like paws to grasp weapons,
and as a beast, with increasing efficiency for the remainder of the
period. The lycanthrope will not be fully invulnerable to normal weapons
until the change is complete, taking half damage from normal
weapons at the half-way point. A low-level werebear who takes six
rounds to change fully would fight as follows: round one, normal level;
round two, level minus two; round three, level minus four; round four,
bear minus four; (claws and teeth have reached minimal offensive effectiveness) round five, bear minus two; round six, normal bear ability.
Of course somewhere in here he has to shed his clothes. Hopefully, if he
is changing intentionally, he can get it done before the fight starts.
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Level Experience Changes per day Chance of Involuntary Changes Chance of Changing Back Voluntarily Chance of Beast Nature Predominance Speak language of species (% comprehension) Time required for change
1 0 1 50% combat or sleep 0% 10% 0% 6 melee rounds
2 2500 1 50% combat or sleep 50% 9% 10% 6 rds
3 5000 2 25% combat/sleep 60% 08% 20% 4 rds
4 10,000 2 25% comb/10% sleep 75% 07% 30% 4 rds
5 20,000 3 10% comb/10% sleep 80% 06% 50% 2 rds
6 35,000 3 5% comb/5% slp 85%% 05% 75% 2 rds
7 50,000 4 5%/5% 90% 04% 90% 1 rd
8 100,000 4 0%/comb 5% 95% 03% 95% 1 rd
9 150,000 5 0%/02% 99% 02% 99% 1/2 rd
10 200,000 5 0%, 01% 99% 01% 100% 1/2 rd

Further Options
These are not necessarily recommended, but are put forward to inspire
further experimentation.

A known lycanthrope in a party may have an adverse effect on
morale, depending on how well he is known/liked by the other characters.

Allow lycanthropes to reject some damage when turning to animal
form, as druids do.

Allow new characters a percentage chance (say, 1-5%) or some
other criterion, to be a hereditary lycanthrope or some such from the
beginning. Humans only.

Other weretypes. Other cultures have were-eagles, -sharks (a natural
for mermen . . . and were-hyenas. Fairy tales have skinchanging
swans and seals. Horror movies have produced wereapes and even
weresnakes. Anthony Boucher’s “The Compleat Werewolf” mentioned
a man who was a were-dinosaur. Obviously, this would rapidly
get out of hand if not rigidly controlled.

Allow lycanthropes to be hit by ordinary weapons, but to regenerate
damage, even if “killed” immediately, as vampires do. This
would be costly in energy, and require rest. Wounds made by silver or
magic weapons do not regenerate.

Werebeings killed and not raised may not rest quietly, may come
back as some form of undead to haunt their friends. The legend that a
man who was a werewolf in life may become a vampire after death is
farily well-known.
 

Another Look at LYCANTHROPY
Jon Mattson


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Lycanthrope Types - Determination of Abilities and Attributes - Other Changes
Dungeons & Dragons Dragon magazine - Monsters The Dragon #24

As described previously in D&D® and Blackmoor, any warmblooded
being who is seriously injured by a lycanthrope (say 50% or
more of the possible damage they can take) stands a good chance of
becoming one of the same type himself. There are, however, several
varieties of lycanthropy which have not been covered and are listed
below. Percentage dice are rolled when the person is first bitten to determine
which type of lycanthrope he will become:
 
Dice Roll Lycanthrope Type
01-15 A
16-20 B
21-25 C
26-50 D
51-60 E
61-70 F
71-00 G

Lycanthrope Types:
A — The infected character will turn into the type of creature which
hit him from now on, both mentally and physically, until cured; i.e. he
will be a whole new character — even his alignment will change to that
of the creature which bit him. This change will occur within one to eight
days of being bitten and can only be cured with a Cure Disease or
Remove Curse spell from a cleric at least one level above the creature
that affected the player. The player will have all of the creature’s regular
abilities and limitations (i.e. if he changed to a were-rat he would be able
to summon rats as usual) but none of his own from before he was affected
as long as he is a lycanthrope.

B — The infected character will stay in human form but will have
the lycanthrope’s mentality from now on until cured. This change will
occur within three to thirty-six turns and can be cured by a Cure Disease
or Remove Curse spell from any cleric. The player will keep all of his
physical attributes (i.e. if he had strength of 14 this would not change)
but will have the lycanthrope’s mental attributes and lower intelligence
(he will not be able to cast spells, for instance, but can talk to other
lycanthropes). For more information on the lower intelligence, see the
Determination of Attributes and Abilities section. Note that this type of
lycanthropy is extremely rare and is also a type of insanity which can be
used for curses, Scarabs of Insanity, etc.

C — The infected character will keep his own mentality but will
gain the physical characteristics of the lycanthrope which bit him. This
change will occur within two to twenty-four turns of being infected and
can only be cured by a Cure Disease or Remove Curse spell from a
cleric of at least seventh level. The player will keep his mental attributes
(his intelligence, wisdom, languages, and any spells which do not involve
body gestures, etc.) but he will have the hit dice, armour class,
strength, dexterity, and other physical attributes of the lycanthrope that
bit him.

D -- This is the same as type A, but, beginning 1-12 turns after
being infected, the player only changes to his lycanthrope form under a
full moon or under great stress (see type G for types of stress).

E -- This is the same as type B, but, beginning 2-16 turns after
being infected, the player only has the lycanthrope’s mentality under a
full moon or under great stress (see type G for types of stress).

F -- This is the same as type C, but, beginning 2-16 turns after
being infected, the player only has the lycanthrope’s physical form
under a full moon or under great stress (see type G for types of stress).

G — One of the most common, yet least understood, types of
lycanthropy: under a full moon or in situations of great stress (beginning
1-10 turns after being bitten) the infected player may (95% chance
under full moon, base 40% chance under stress-add or subtract to this
according to type of stress) change to a sort of part man, part monster
being. Note that stress could be any situation where the player is in great
danger or extremely frustrated and angry. This could be anything from
trying to pull his comrades out of a pit before they get eaten by a monster
to fighting a seemingly invulnerable enemy or losing a battle. This
may sound something like the “Incredible Hulk,” but that is the general
idea.

In any case, this being will be (at least mentally) something like the
player with the following variations: 

1. The creature’s alignment may be different. Check in D&D to
see what that type of lycanthrope’s usual alignment is and compare it to
the player’s alignment on the chart below to see what the creature will
end up being:
                                                                                                                           Player Creature Will Be
Creature's 
Alignment
Player's Alignment L N C
L L 100% - -
L N 60% 40% -
L C 20% 60% 20%
N L 45% 55% -
N N - 100% -
N C - 55% 45%
C L 20% 60% 20%
C N - 40% 60%
C C - - 100%

Percentages — are the percent chance of the player/creature
being that alignment.

Example -- A lawful character is infected by a chaotic Were-Rat.
When he turns into the lycanthrope from the bite, there is a 20%
chance it will be lawful, 20% chance it will be chaotic, and 60%
chance it will be neutral. Thus, percentage dice are rolled to discover
what alignment the player/creature will be.

This must be discovered the first time the player changes to his
lycanthrope form, and it will always remain the same unless the player
changes his alignment (in which case a new roll is made). If the creature
is lawful, it will be lawful/good. If it is chaotic, it will be chaotic/evil.

2. The creature /player will have about one half of the player’s
abilities (spells, languages, etc. providing its lower intelligence will permit
this) and about one half of the real lycanthrope’s powers (so a
Were-Rat of this type could summom 5-50 rats, not 10-100).

Obviously, a separate character sheet will have to be made for the
player when he takes on his lycanthrope form. For more information on
this, see the Determination of Attributes and Abilities section.

Players will probably realize that this type of lycanthropy is actually
an advantage, as long as the creature’s alignment is the same as the
player’s, since the creature is stronger and has more hitpoints.
Nevertheless, if a player wishes to be cured of this condition, a Cure
Disease or Remove Curse spell from a cleric of at least eighth level will
do it.

Note: For types D, E, F, & G: Each time the player turns to a lycanthrope
he will stay in this form for 2-12 turns or until the source of stress
(or the full moon) is gone (whichever comes last).

Determination of Abilities and Attributes
As explained previously, a separate player/creature character
sheet will have to be made and attached to the player’s regular character
sheet for use when he is in his lycanthrope form. The player’s basic
attributes will remain the same with the following exceptions:
 
Creature Type Intelligence Strength Constitution Wisdom Charisma Dexterity
Rat -- -- +1 - -3 +4
Wolf -1 +2 +5 -2 -3 +3
Boar -4 +4 +3 -4 -5 +1
Tiger -3 +5 +4 -3 -4 +2
Bear -1 +6 +4 -1 -2 --

Note: To many people it may seem strange that a wolfs constitution
would be better than that of say a bear, but remember that wolves
often survive through incredible hardships such as hunger and cold,
and I’ve yet to see a bear do as well. Also, it may seem odd that a bear
would have as much intelligence as a wolf and more than any other
animal (save the Were-Rat as explained in Greyhawk) — this is where
fantasy (and this author’s artistic license) comes in. I, as a Dungeon-
Master, have always used Were-Bears (the only lycanthrope which is
ever lawful/good) as somewhat magical, intelligent creatures in my
campaigns, usually being the servants/companions of good Wizards
and partriarchs. Since it is hard for a writer not to inject at least a bit of his
experience into his work, I have listed them as such. Nevertheless, it
must be remembered (and this has been explained over and over again
in D&D) that the Dungeonmaster has the final word and can change
these charts however he wants to fit his game as long as balance is
maintained.

Along with the basic attributes, the speed, hitpoints, and saving
throw matrix for the player/creature will be slightly different from those
of the normal player:
 
Creature Speed HP
Bats +10% <?>
wolves +40% +2 to each HD
Boars +20% +4 to each HD
Tigers +40% +5 to each HD
<? +30% +6 to each HD

Note: After the player has reached his maximum level (i.e. Lord,
Wizard, etc.), they gain only one third of the above hit point adds per
level (rounding off to the next highest whole number if it is a fraction).

Saving Throw Matrix
Creature Type Deathray or Poison Wands Stone Dragon Breath Staves & Spells (Magic)
Bats -1 +1 -1 - -
Wolves -3 - -2 -2 -
Bears -2 +1 -2 -1 +1
Tiger -2 +1 -2 -2 -
Bears -2 - -1 -2 -1

Numbers — are added to or subtracted from the amount needed
to save from each category, not the number the player rolls (i.e. if a
player needed 12 to save from poison, but was in his were-wolf form, he
would only need 9).

Other Changes
Armour Class: will be the same as the lycanthrope’s normal
armour class as listed in the monster section of D&D. Note that players
will have an odd sensation just before turning into a lycanthrope, so
they will have time to take off any armour they have to keep it from
getting wrecked (since a creature like a were-bear, for instance, is obviously
bigger than a man). Optional: there is a 10% chance that if a
player has a shield he may keep it when he turns to his lycanthrope form
(providing the lycanthrope can use it, i.e. has front limbs which can hold
it-only were-rats, were-bears, and type Glycanthropes fit this description).
Thus, the player/creature’s armour class would be one lower than
usual, so a were-wolf with a shield would be armour class 4.

Level & Experience: of the player/creature will be the same as
that of the player. Also, the creature goes up in the same steps as the
player (i.e. a magic-user/lycanthrope would go up in steps of 5 regarding
saving throws, etc.).

Supplies & Possessions: There is a base 65% chance that
the lycanthrope will drop all supplies and possessions the player was
carrying when it first changes (40% if type G and 0% if type C or F).
Otherwise the player/creature will keep all of the player’s supplies and
possessions.

Languages: The creature will automatically speak its own language
(i.e. were-bear, were-rat, etc.) and any other languages (which its
altered intelligence will permit) that the player wants.

Closing Notes: players and Dungeonmasters are invited to
make up their own rules regarding situations which have been left out
due to lack of space and time, remembering that balance must be maintained
at all times. As with D&D itself, these rules are only the basic
skeleton of the possible situations and many more rules (and lycanthrope
types) can no doubt be thought up.