Lycanthropes

Lycanthropes are humanoids or animals infected with the magical disease of lycanthropy. The condition of this supernatural illness is that once a month, for three nights while the full moon is visible, the afﬂicted transforms involuntarily into the form of a beast, or in the case of infected animals into a human. It is sometimes referred to as a curse, but it can be transmitted via saliva when the creature is in beast form. Lycanthropy is virulent, and those who are viciously attacked by a lycanthrope rarely recover and avoid contracting the disease.

Lycanthropes share the same vulnerabilities, regardless of their species. All lycanthropes avoid wolfsbane and have an aversion and allergy to silver, being burned by constant contact for 1d3 damage per round. Attacking a lycanthrope with a silvered weapon simply deals normal damage. If a lycanthrope were to ingest silver they would suffer as if poisoned.

Lycanthropes involuntarily transform at night whenever the Full Moon is visible, three nights per month. They also transform under heavy stress, such as a loved one being threatened with death or when in a rage. These involuntary transformations take 1 round to complete. If the were is wearing armor at the time, he takes 1d6 + Armor Rating in penetrating damage. Any clothing is shredded.

A were under an involuntary transformation has little control over their actions and is both bestial and overcome with emotions. Most Lycanthropes feel hungry during their transformations, others are merely ornery or mischievous. To represent this bestial side, the were suffers a -2 penalty to all Intelligence tests while transformed.

Those who wish to resist the transformation can attempt a TN 17 Willpower (Self-Discipline) test. Lycanthropes who succeed do not transform but have nightmares instead, suffering a -1 penalty to all actions the following day. After a night of rampaging in beast shape, or beast man form (if advanced enough) the lycanthrope must rest 8 or more hours during the day or will be exhausted (again suffering a -1 penalty to all actions).

Some advanced lycanthropes have mastered their condition and retain control over their actions when transformed, although involuntary transformations still carry the urges of the beast with them. They can willingly transform into beast or beast man form as well.

Voluntary transformations take a number of rounds (5 minus the were’s Willpower to a minimum of 1 round).

Each lycanthrope is built as a humanoid, or animal, and has a beast form with physical bonuses, or human form. Those who attain control over themselves also gain a beast man form, which possesses arms and legs, the ability to wield weapons and greater strength and power. They also have a stunt which they learn to perform in beast man form, and a unique power which only applies to those capable of assuming beast man form. Some of these unique powers only work when the creature is in beast man form.

Beast man form is a template, so such characters retain any focuses, talents and powers they have as normal humans.

It is up to the GM how an infected victim becomes advanced enough to control their curse. However, if you wish to keep your campaign from changing genres, it should be an extremely arduous task much harder than simply getting the disease cured. In most games, it is entirely appropriate to limit this mastery condition to NPCs only. It could also be accompanied by the loss of 3 talent increase opportunities. While this seems harsh, Mystaran lycanthropes are extremely dangerous, and nearly invulnerable to physical damage. As presented they are difﬁcult foes, and a horrible curse to bear, not a stepping stone to immense power.

Natural lycanthropes are those born of two lycanthrope parents. It is a hereditary and dominant trait, and most such natural lycanthropes are isolationists. Non-lycanthropes often assume they are no different from the infected lycanthropes that ravage the world. Natural lycanthropes are not likely to be carriers of lycanthropy, but they can be, meaning the Were’s Curse power can still be present.

In particular, Lupins, natural enemies of Lycanthropes everywhere, do not distinguish between natural and infected lycanthropes at all. Natural lycanthropes are just as compelled to transform as infected lycanthropes, but are always in control of their actions. They often hunt for food during a full moon, but do not wantonly attack humanoids.

Werebear
Werebears are born or infected with the magical condition of lycanthropy. By day they are normal humans or dwarves. The Crushing Hold and Wilderness Walk powers are associated with Advanced Werebears. Newly infected Lycanthropes do not gain the beast man form, or these two powers. Even with control over their actions Advanced Werebears are still bestial and ornery during any involuntary transformation.

Werebears in general are attuned to nature, and are not normally rampaging beasts, preferring to hunt animals or gather fruit for food during their moonlit prowls. When involuntarily transformed they tend to maintain this unaligned outlook. Still, it is easy to raise their ire in the same way you can taunt a real bear into starting a vicious cycle of attacks. Werebears find it easier to remember their actions even when they haven’t mastered their condition, and will isolate themselves from civilization if they feel mistreated or ostracized.

Becoming a Werebear
Beast Man Form:
 * Gain the powers, special defenses and vulnerabilities of a Werebear.
 * Increase the following Abilities: Constitution by 4 (max 8), Dexterity by 1 (max 7), Accuracy by 1, Perception by 1, Strength by 5 (max 9), and Willpower by 2.
 * Gain the Stamina focus for Constitution, the Bite focus for Dexterity, the Smelling focus for Perception, the Intimidation and Might focuses for Strength and the Courage and Morale focuses for Willpower.
 * Gain the Bite and Claw Attacks dealing 1d6+3 and 2d6 damage respectively.
 * Gain an Armor Rating of 3.
 * Gain 30 Health.

Weretiger
Weretigers are born or infected with the magical condition of lycanthropy. By day they are normal humans, gnolls or rakasta. Bound and Roar are associated with Advanced Weretigers. Newly infected lycanthropes do not gain beast man form, or these two powers. Even with control over their actions Advanced Weretigers are still bestial and hungry during any involuntary transformation.

Weretigers are very nature attuned. Unfortunately for humanoids, natural tigers are inquisitive, swiftly attack when threatened, and are unafraid of anything weaker than them that does not strongly fight back. Weretigers can be vicious hunters viewing everything as prey, and they are unafraid of men. Weretigers who have master themselves usually act according to their humanoid sensibilities.

Becoming a Weretiger
Beast Man Form:
 * Gain the powers, special defenses and vulnerabilities of a Weretiger.
 * Increase the following Abilities: Constitution by 4 (max 8), Dexterity by 3 (max 9), Intelligence by 1, Perception by 2, Strength by 4 (max 8), and Willpower by 2, and Speed by 3.
 * Gain the Running focus for Constitution, the Bite focus for Accuracy, the Smelling and Tracking focuses for Perception, the Claws and Climbing focuses for Strength and the Courage and Morale focuses for Willpower.
 * Gain the Bite and Claw Attacks dealing 1d6+3 and 2d6 damage respectively.
 * Gain an Armor Rating of 2.
 * Gain 30 Health.

Werewolf
Werewolves are born or infected with the magical condition of lycanthropy. By day they are normal humans. Howl and Overwhelm are associated with Advanced Werewolves. Newly infected lycanthropes do not gain beast man form, or these two powers. Even with control over their actions Advanced Werewolves are still bestial and hungry during any involuntary transformation.

Werewolves under the control of their beast side tend to be cruel and vicious. While motivated by hunger, their eyes are bigger than their stomachs and such rampaging werewolves will attack more victims than they could possibly consume. Werewolves who have master themselves usually act according to their human sensibilities.

Becoming a Werewolf
Beast Man Form:
 * Gain the powers, special defenses and vulnerabilities of a Werewolf.
 * Increase the following Abilities: Constitution by 3 (max 8), Dexterity by 3 (max 8), Intelligence by 1, Perception by 2, Strength by 3 (max 8), and Willpower by 2, and Speed by 2.
 * Gain the Running focus for Constitution, the Bite focus for Accuracy, the Smelling and Tracking focuses for Perception, the Claws and Intimidation focuses for Strength, and the Courage and Morale focuses for Willpower.
 * Gain the Bite and Claw Attacks dealing 1d6+3 and 2d6 damage respectively.
 * Gain an Armor Rating of 2.
 * Gain 25 Health.