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WERE-BEASTS
Rules for lycanthropy, werewolves, and werebeasts
Contributor: Andrew W. @Created: Jul 14, 2007Modified: Jan 18, 2019System: Iron Gauntlets

In every land and culture, legends are told of men and women who transform into savage beasts by night. Known as were-beasts, or lycanthropes, these poor souls are the victims of a bizarre, supernatural disease, which causes them to become a monster when the moon is full.

There are as many types of were-beasts as there are creatures feared by man. Wolves, rats, and other mammals seem the most common, but tales of weresnakes, weresharks, and even werespiders are not unheard of. These creatures differ in powers and capabilities, but they share two things in common: a savage hunger for human flesh, and the disease which is the root of their miserable existence.

All were-beasts are carriers of the lycanthropy disease. Anyone who receives at least 1 INJ from the fangs or claws of a were-beast becomes infected with the disease as well. Unless the infected individual is quickly healed and blessed by a Priest of the Higher Powers before the next nightfall, they will immediately gain the Dark Aura gimmick. The wounds will leave deep scars, which do not heal no matter how much time passes.

Upon the next full moon, they will suffer a fever, chills, and terrible nightmares. At midnight, they must make a Reason based Composure roll of Trivial difficulty. If they fail, they transform into a savage, bloodthirsty were-beast, of the same breed that infected them. If they succeed, they remain human for the night, but must make the roll again each night after. The DIFF increases by 1 level each night, until they eventually succumb to the beast within. They will then seek to hunt and kill the first victim they can find, preferably someone they love or care for in their normal life.

After their first transformation, they may transfer into their beast form at will, but only at night. At each full moon, if they wish to avoid transforming they must again follow the series of composure rolls detailed above. Sages argue on whether it is possible to cure this disease, but magical effects that remove curses may be effective. The point may be moot, however, as many grow addicted to the power and rage they experience as a were-beast, and begin to see their fellow man as little more than playthings and food for their nightly hunts.

Some common forms of were-beasts are listed below. If a character’s Fitness attribute is higher than that rolled for their were-beast form, they may use the old value instead.

WEREWOLF

F A C R I
D D A A C

SKILLS: Brawling, Athletics, Tracking
GIMMICKS: Vulnerability (Silver), Toughness: 2, Dark Aura, Acute Smell (-2DIFF to smell based Awareness tasks)
NATURAL WEAPONS: Claws (+1 INJ), Fangs (+2 INJ), Disease (Lycanthropy)


WERERAT

F A C R I
C D A B B

SKILLS: Brawling, Stealth, Legerdemain
GIMMICKS: Vulnerability (Silver), Toughness: 1, Dark Sight, Dark Aura,
NATURAL WEAPONS: Claws (+1 INJ), Fangs (+1 INJ), Disease (Lycanthropy)

WEREBEAR

F A C R I
E C B A D

SKILLS: Brawling, Athletics
GIMMICKS: Vulnerability (Silver), Toughness: 3, Muscle-bound, Dark Aura
NATURAL WEAPONS: Claws (+2 INJ), Fangs (+1 INJ), Disease (Lycanthropy)

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