by Happygun » Sun Aug 12, 2007 7:18 pm
Here's the first draft of my d20 interpretation of Lycanthropy in PitW. Definitely needs work, but if you feel compelled to run a PitW game this will get you started.
I still haven't figured out how to do tables, so some of the spacing is going to be funky.
Lycanthropy - Werewolves (PitW)
Werewolves are simply one 'species' – for lack of a better term – of a larger order of shapeshifters who possess the ability to change into a particular anthropomorphic animal. They live in secret among humans, forming their own tightly-knit communities within the general population. The communities themselves make up a worldwide network of contacts that could pass as a secret society of sorts. Lycanthropes use a system of code-phrases and responses to recognize one another when in human form. A number of humans are in on the secret – usually wholesale butchers, thrift store owners, and other businesses which lycanthropes frequently patronize. Werewolves are the most numerous and organized of all the lycanthropes
Like humans, lycanthropes are neither inherently good nor evil. Their alignment varies greatly, though due to their animal instincts there is a slight bias towards neutrality.
Creating a Werewolf (PitW)
“Werewolf” is a template that can be added to any humanoid creature (referred hereafter as the “character”). The creature’s type changes to “shapechanger.” The werewolf has the ability to transform into a hybrid shape that combines the features of a human and a wolf
Except when noted, the following statistics apply only when the character is in his hybrid form.
Hit Dice: Increase by one die step, to a maximum of 1d12. This does not vary from human to hybrid form.
Speed: Add 10 ft per round to the base move.
AC: Gains +2 armor or keeps its old armor bonus, whichever is higher.
Damage: Werewolves have bite and claw attacks. If the base creature does not have this attack form, use the damage values in the table below. Creatures with natural attacks retain their old damage ratings or use the values below, whichever is better. Note that some werewolves increase in size category when they change (see below).
Size Bite* Claw
Fine 1 -
Diminutive 1d2 1
Tiny 1d3 1d2
Small 1d4 1d3
Medium 1d6 1d4
Large 1d8 1d6
Huge 2d6 2d8
Gargantuan 2d8 2d6
Colossal 4d6 2d8
*Counts as an iterative attack; only adds ½ strength bonus to damage.
Special Attacks: A werewolf retains all the special attacks of the base creature and also gains those listed below.
Lycanthropic Transformation (Ex): Any humanoid hit by a werewolf’s bite or claw attack must succeed a Fortitude save (DC 15 + damage inflicted by the attack) or be transformed into a werewolf at the next full moon. Sexual intercourse between a werewolf and a human automatically transforms the human into a werewolf with no saving throw. Sharing blood also risks transformation.
Special Qualities: A werewolf retains all the special qualities of the character and also gains those listed below.
Regeneration (Ex): Regeneration 3. Fire, Silver, and another Lycanthrope’s claw and bite attacks deal normal damage.
Alternate Form (Ex): Werewolves may shift between human and hybrid shape as a move action. In order to do so they must make a control shape check (see below). Their ability to transform is influenced by the phase of the moon.
Changing from human to werewolf will ruin any clothes the character was wearing unless he has taken the Runt feat or the clothing he’s wearing is loose fitting.
Poison Immunity (Ex): A werewolf is completely immune to all natural and manufactured toxins. This ability extends to both forms.
Scent (Ex): A werewolf can detect opponents within 30 feet by sense of smell. If the opponent is upwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents such as skunk musk can be detected at triple normal range. When a creature detects a scent, the exact location is not revealed – only its presence somewhere within range. The creature can take a partial action to note the direction of the scent. If it moves within 5 feet of the source, the creature can pinpoint the source.
A werewolf can follow tracks by smell, making a wisdom check to find or follow a track. The typical DC for a fresh trail is 10. This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail.
Saves: Same as base character.
Abilities: Increase from the base creature as follows: Str +8, Dex +4, Con +4. If the character does not have either the “Born Lycanthrope” or “Former Thrall” feats, decrease from the base creature as follows to a minimum of 1: Int -8, Wis -4.
Skills: Werewolves gain a +2 racial bonus to survival checks when tracking by scent in human form and a +4 bonus to survival checks when tracking by scent in hybrid form.
Feats: Werewolves gain Alertness. If the base creature already possessed this feat, it gains an additional +1 bonus to his spot and listen skills on top of the bonus provided by Alertness.
Alignment: Same as base creature.
Challenge Rating: Same as base creature +3.
Level Adjustment: +5
New Feats
Born Lycanthrope [General]
You were born a werewolf. As a result you are adept at controlling your shape even under the direst of circumstances.
Prerequisites: 1st level lycanthropes only.
Benefit: You do not lose intelligence or wisdom while in your hybrid form and do not have to make control shape checks to stay in human form when exposed to the light of the full moon or to control your behavior. In addition, you gain a +2 bonus to your control shape checks.
Former Thrall [General]
You were born a human but were changed into a lycanthrope. After months of training you’ve managed to control your instincts – more or less.
Prerequisites: Must be a lycanthrope; Control Shape +6 ranks
Benefit: You do not lose intelligence or Wisdom while in your hybrid form and do not have to make control shape checks to stay in human form when exposed to the light of the full moon or to control your behavior. In addition, you gain a +1 to your Will save.
Runt [General]
You are – or will be – significantly smaller than the average lycanthrope.
Prerequisites: 1st level characters only.
Benefit: If you are a lycanthrope, your hybrid form’s racial strength bonus is 4 less than usual (to a minimum of +0). However, you gain a +2 bonus to your dexterity while transformed in addition to any other existing racial bonuses or penalties.
Special: Runt cannot be taken with Lycanthropic Gigantism and vice versa.
Lycanthropic Gigantism [General]
You are – or will be – significantly larger than the average lycanthrope
Prerequisites: 1st level characters only.
Benefit: If you are a lycanthrope, you grow a single size category when in your hybrid form.
Special: Lycanthropic Gigantism cannot be taken with Runt and vice versa.
Modified Skills
Control Shape (Wis)
Changing back and forth from human to hybrid form requires a move action and a DC 12 control shape check. If the check fails, the character can try again the following round.
The difficulty of transforming is influenced by the phases of the moon.
Phase Change to Hybrid DC Change to Human DC
New Moon +8 -8
Crescent Moon +4 -4
Half Moon 0 0
Gibbons Moon -4 +4
Full Moon -8 +8
Nighttime* -2 +2
Daytime* +2 -2
*In addition to the base modifier.
Thralls – humans who were changed into werewolves and do not possess the Former Thrall feat – have trouble controlling not only their shapes, but also their behavior – in both forms.
Resist Mild Instinct (pant when thirsty, sniff a new werewolf’s rear, etc.): DC 10
Resist Strong Instinct (chase cars, growl when threatened, etc.): DC 15
Resist Overwhelming Instinct (attack a rival werewolf, transform into a werewolf when attacked, etc.): DC 20
Thralls can only make checks to change into a human every turn (ten rounds). In addition, when exposed to the light of a full moon they must make a Control Shape DC 20 EACH ROUND or change into a werewolf (if not already one). Once changed, they cannot revert to their human form until the end of the night.