Lycanthropy


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L
ycanthropy
Lycanthropy is the name for those inflicted with the virus of the Werewolf Spawn, the strain of William, but who have a partial immunity. Normally, the virus would completely destroy the host and turn them into a mindless, ravaging monster. For those with a partial immunity, (those who hit the Fortitude save DC exactly) they resist the virus and do not become werewolf spawn, but the virus remains dormant in their system. This has happened only a handful of times since the curse of the WolfBats began. On the full moon, the Spirit World is closer to our world then normal, and since the virus is of a supernatural nature it becomes stronger on the night of the Full Moon. On that night, the afflicted character involuntarily assumes animal form and forgets his or her own identity, temporarily becoming an NPC. The character remains in animal form until the next dawn. During this time they have no control of their actions.

The character remembers nothing about the entire episode (or subsequent episodes) unless he succeeds on a DC 15 Wisdom check, in which case he becomes aware of his lycanthropic condition.
Thereafter, the character is subject to involuntary transformation under the full moon and whenever damaged in combat. He or she feels an overwhelming rage building up and must succeed on a Control Shape check (see below) to resist changing into animal form. Any player character not yet aware of his or her lycanthropic condition temporarily becomes an NPC during an involuntary change, having no control of their actions.

A character with awareness of his condition retains his identity and does not lose control of his actions if he changes. However, each time he changes to his animal form, he must make a Will save (DC 21) or lose control of his actions.

After the First Change
After their first change, the afflicted gains the Control Shape skill (modified by Wisdom). Once they have experienced their first change, a Lycanthrope can attempt to control their affliction. On the Full Moon, the afflicted can make a DC 25 Control Shape check to stop the change.

The afflicted also enters Lycanthrope form at others times after their first Full Moon. When their health reaches half, they must make a DC 18 Control Shape check or turn, and a DC 21 check at one quarter health.
An afflicted character may also attempt to change of their own will not on a full moon with a DC 21 Control Shape check. However, if a character willingly enters their animal form, they must still make the DC 21 Will Save or lose control. (Changing form is a Full Round Action).

Wolfsbane:
An afflicted character who eats a sprig of belladonna (also called wolfsbane) is resistant to turning for one day. The flowering wolfsbane is a perennial herb with hooded white or blue-purple flowers. It is found in mountainous climates, especially in forests, moist woods, and along creek banks.The belladonna must be reasonably fresh (picked within the last week).
However, fresh or not, belladonna is toxic. The character must succeed on a DC 18 Fortitude save or take 1d6 points of Strength damage (symptoms will be burning of the lips and mouth and numbness of the throat). One minute later, the character must succeed on a second DC 18 save or take an additional 2d6 points of Strength damage (symptoms will be Intense vomiting and diarrhea, muscular weakness and spasms).

Wolfsbane can be preserved for a longer duration by turning it into a tea. Belladonna converted into a tea stays good for 1 month, but requires 3 plants to make (or it will become too diluted to take effect).

Whenever a Lycanthrope enters animal form not on a Full Moon, they change back too human form at the end of the encounter.

Whenever a Lycanthrope returns to human form they are fatigued, and on a full moon (when they were changed for a whole night) they are exhausted. These conditions stack, so if a character is already fatigued and enter their animal form, when they return to human form they are now exhausted.

If a Lycanthrope in animal form reaches 0 hit points or lower (without dying) they return to human form unconscious and with 0 hit points. When a Lycanthrope changes back to human form, if the loss of health (from losing the constitution bonus and such) would kill them, they are instead brought to 0 hit points and unconscious. (for 1d4 hours)

A Waterbender can stop a Lycanthrope from turning by making a DC 50 Waterbending Check using the Healing Waters seed. However, on their first Full Moon nothing can stop an afflicted character from turning.

Stats

  • +6 Strength
  • +2 Dexterity
  • -6 Intelligence
  • -6 Charisma
  • +4 Constitution
  • +2 Natural Armor
  • 2 Claws (1d8 + Strength Mod)
  • Bite (1d10 + Strength Mod)
  • Land Speed 40ft (50 on all fours)
  • DR 5 Silver/Jade
  • Low Light Vision, Scent, Track, Power Attack, Evasion, and Improved Bull Rush
  • Fast Healing 5
  • +20 to Jump | +10 to Spot, Survival, Listen, Move Silently, and Hide | +5 to Climb, Balance, Intimidate.
  • When in wolf form, cannot wield weapons; unless they can control their animal form (DC 25 Will Save). Lycanthropes cannot bend in animal form under any circumstances.
  • Awesome Blow (Claw only, -4 to attack, opponent is knocked back 10ft and must make a reflex save equal to 10 + the damage dealt or fall prone. If this would make them collide with a solid object they take another 1d6 of damage.)
  • Shifting lasts one encounter (or one night if Full Moon) and can only be voluntarily done once per day
  • If a Lycanthrope pins an opponent and Bites them, they can drain 1d6 Constitution in blood and gain 8 hit points. Lycanthropes cannot infect others, but any children they have will have an 80% chance to gain the virus as well as their resistance. Something about mixing with the cells of one resistant to the virus renders it incapable of spreading, but offspring are born with the virus mixed with their cells as well.


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Lycanthropy

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