#DruidWeek All these discussions about shapechange made me think I haven’t seen any werebeast rules.

#DruidWeek All these discussions about shapechange made me think I haven’t seen any werebeast rules.

#DruidWeek All these discussions about shapechange made me think I haven’t seen any werebeast rules. So I hacked this together instead of doing work. 

Werecreature – Compendium class

Cursed

When you’ve been severely wounded by a werecreature, you may take this move the next time you level up. You are now possessed by the spirit of the same creature that bit you, and branded a monster by the common folk, who somehow always manager to guess your true nature. 

Whenever one of the following turning condition happens, you must roll +WIS to resist the beast (roll only once a day for each condition) : 

ø It’s a full moon

ø You see blood spilled 

ø You’re alone in the wilderness

ø You’re in the presence of wild animals

On 10+, you resist the beast. Take +1 forward to roll again. 

On 7-9, you turn but retain control. Hold 2.

On 6-, you turn and the beast takes over.

When in beast form, you cannot talk, handle items or perform magic. You also lose your equipment, weapons and armour. However, you can make appropriate animal moves by spending 1. 

When you have zero left, the beast takes over. All humanoid intelligence and memory melts away into the animal’s consciousness. The GM can veto your actions if she thinks they aren’t instinctive enough. You will soon fall into a deep slumber from which you’ll rise in your original form. 

If you have Cursed the following moves count as class moves for you.

Self-control

A turning condition of your choice doesn’t trigger the Cursed move anymore. 

Greater self-control

Another turning condition of your choice doesn’t trigger the Cursed move anymore. 

Skinchanger

By sheer strength of will, you can attempt to turn into your beastly form. Roll +WIS

On 10+, you turn and retain control. Hold 3. 

On 7-9, you turn and retain control. Hold 1. 

On 6-, you turn but the beast takes over immediately.

Spend 1 to make an appropriate animal move. When you have zero left, the beast takes over as per Cursed. 

Senses of the wild

When you Discern Realities, you can ask the following questions :

ø What kind of creature is this?

ø Where did it go?

Impervious

Normal weapons can’t kill you anymore. When you reach 0 hp and none of the damage you’ve sustained came from silver weapons or magical sources (including enchanted weapons), you don’t make a Last Breath move. You will awake several hours later with 1 hp. 

On the other hand, silver and enchanted weapons always deal +1 damage to you. 

Regeneration 

Required: Impervious

You regain 1 hp every hour, provided the damage didn’t come from silver or magical weapons.

10 thoughts on “#DruidWeek All these discussions about shapechange made me think I haven’t seen any werebeast rules.”

  1. number appearing page 11  has a good werewolf class but nice work making your own CC  I had the urge to play a werewolf and luckily I now have two options thanks to you 🙂 . number appearing is a pdf  on the DW  web page BTW

  2. Why not “you have to take this move”. Otherwise you could make it “when you purified yourself in a desperate trial to control the beast”

  3. By “You have to take this move” do you mean make the class mandatory? Not sure I’d like that… 

    And can you expand on your other option please? I have 5-o’clock-worked-all-day-achieved-almost-nothing brain =)

  4. Eric Nieudan For me werecreatrues are monsters first and foremost. So when you get bitten by them, the best thing you can hope for is to do as little damage to others as you could. So a player getting lycanthropie would become a monster by full-moon. Sucks to be them.

    When they start to really work on getting control on this they may qualify to get a move that allows them SOME control in this form.

    If you want to give them a bit more control but still make it scary – don’t make the werecreature thing a choice. When you get bitten by that thing and infected you HAVE to take this move (but don’t spend an advance on it). That is the danger of the thing. You can’t be a werearmadillos chew-toy and walk away without any consequences to your natural form. 

    Do you get my meaning?

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