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Lycanthropes in a World Without Night

Started by WizardofOwls, August 04, 2007, 08:29:28 AM

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WizardofOwls

What is the best way to deal with lycanthropes in a world without night? I am thinking that the alernate creature (wolf, rat, bear, whatever) wants out as much as the human does so there is a constant battle for control of the body. Perhaps whenever the lycnathrope is in a stressful situation, or experiences extreme emotion, he must make a will check. If he fails, the other creature comes out for a set amount of time. Each time he makes the save a cumulative -1 penalty is added to the check until the creature is released at last. Maybe in some cases, if the human form is evil, the lycanthorpe can willingly release control to the creature.

Thoughts? Ideas?
Slàn agus beannachd,
Allen R. Alderman

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Matt Larkin (author)

I like the idea as a whole.  If you are talking otherwise standard d20 lycanthrope rules, then the last option does effectively give an evil character control of his transformation just like a natural lycanthrope, though (albeit with lesser powers).
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Hibou

Find a different way or condition for them, preferrably not something that is totally based on personal emotions/feelings/etc. Maybe it's based on the seasons in that it's easier to control shifting at a certain time of year or such. But you have other problems to worry about: how does anything survive in a world without night? Crops and vegetation won't grow too well, which means livestock or any wild animals will have equal difficulty surviving... If this is answered for us, we may be able to help you better figure out how to design your lycanthropes.
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Seraph

I would say that regardless of whether or not there is nighttime, there would still be a full moon (unless you don't have a moon either) so the lycanthropes could just be susceptible all day.
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Wensleydale

The anger idea is cool, but.... susceptible to abuse, maybe? Still, DM rulings work.

Seraph

Quote from: WensleydaleThe anger idea is cool, but.... susceptible to abuse, maybe? Still, DM rulings work.
Hmm, yes.  It could turn into quite the "Hulk SMASH!" kind of thing.  Perhaps greater opportunities for shapeshifting would come with increased consequences?  Like when the werewolf tranformed in Van Helsing it was as if he were ripping his skin off to release the beast, so perhaps transforming deals damage to the lycanthrope?
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Wensleydale

Quote from: Seraphine_HarmoniumHmm, yes.  It could turn into quite the "Hulk SMASH!" kind of thing.  Perhaps greater opportunities for shapeshifting would come with increased consequences?  Like when the werewolf tranformed in Van Helsing it was as if he were ripping his skin off to release the beast, so perhaps transforming deals damage to the lycanthrope?

That's a good idea. The thing is, there's no mechanical method of dealing with emotions beyond the magical (other than barbarian rage). Thus, you could say 'My character's angry right now... cuz... his uncle Bob was murdered by a guy who looked just like these guys do' or something along those lines and turn into a lycanthrope whenever you wanted.

XXsiriusXX

Instead of damage you could allow the character to transform whenever he wants, but like barbarians' rage he would suffer debilitating consequences when he turns back to a human. The consequences would not just last until the end of combat, or for minutes after, but for hours or days.

Seraph

Off the top of my head, I don't remember if Lycanthropes have the ability to control what they do while transformed or not, but if they did not, then changing would be a rather haphazard thing to do, as you could very easily do harm to your allies, or become reckless and injure yourself, become lost, or otherwise suffer the consequences of having no control over your body for extended periods of time.
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Wensleydale

It sounds like he doesn't want them to have control of their actions.

By the way, -ALL- saves can be intentionally failed. I.E. there doesn't need to be a special function in place for evil chars to just become a beast.

Perhaps you could have similar rules to that Raging Berserker class... as in... you must attack the nearest foe, if there are no foes within reach, you must attack the nearest living creature. Etc.

Epic Meepo

Quote from: Control Shape in the SRDAn injured character must also check for an involuntary change after accumulating enough damage to reduce his hit points by one-quarter and again after each additional one-quarter lost.
The existing rules should work fine in a world without a moon. As noted above, the SRD already says that lycanthropes change when they get angry, as determined by how badly they are are hurt.
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WizardofOwls

Um, sorry to display my ignorance here for all to see, but what is the SRD?
Slàn agus beannachd,
Allen R. Alderman

'S i Alba tìr mo chridhe. 'S i Gàidhlig cànan m' anama.
Scotland is the land of my heart. Gaelic is the language of my soul.

Visit my Shattered World Wiki! It's at
http://oramis.wetpaint.com/

Matt Larkin (author)

Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
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Epic Meepo

The Unfinished World campaign setting
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Unless noted otherwise, this post contains no Open Game Content.
[spoiler=OPEN GAME LICENSE Version 1.0a]OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

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Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Swords of Our Fathers Copyright 2003, The Game Mechanics.

Mutants & Masterminds Copyright 2002, Green Ronin Publishing.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Epic Meepoââ,¬â,,¢s forum posts at www.thecbg.org Copyright 2006-2007, E.W. Morton.

Cebexia, Tapestry of the Gods Copyright 2006-2007, the Campaign Builder's Guild.[/spoiler]