Werewolf
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Lycanthropy is an affliction that could be obtained in-game. It is not possible to select it on character creation.
It should be noted that Lycanthropy obtained in Arelith is NOT true Lycanthropy, or True Therianthropy. It is always an affliction or curse that eats away at the character's universal compass of morality and generally drives the afflicted towards evil.
Description
Under the cover of Arelith's shadows, moving stealthily beneath the full moon's glow, emerge the nocturnal predators - the wolves of the night, the rodent scavengers of the dark, and the perilous felines of deadly grace. These fierce creatures traverse the land, preying upon innocent travelers or imparting their dreadful affliction to the fortunate few who survive their encounter. In Arelith, both adventurers and residents find themselves susceptible to this ominous malady.
Lycanthropy is widely regarded as a curse, prompting most individuals to either flee in fear or confront these formidable creatures based on their own courage. However, followers of the Hunting God Malar may perceive the infection differently, viewing it as a divine "blessing" and a manifestation of their unwavering devotion.
Rumors abound regarding methods to shield oneself from the curse of Lycanthropy, and hushed whispers hint at a cure hidden across the isles of Arelith. Yet, in the face of menacing fangs and razor-sharp claws, discerning the truth from mere gossip becomes a daunting challenge.
Symptoms
- The only indication of an infection after encountering a lycanthrope is a combat log message after the fight. Depending on the character's Lore skill, it may include actionable clues.
- As a result, some characters (and players) might be unaware of their affliction until the first full moon rises!
- During a full moon, characters infected with Lycanthropy transform into the kind of werecreature that infected them, unless they pass a will saving throw. The transformation can also be triggered manually via the radial menu.
- When approaching other creatures (except lycanthropes), transformed characters must pass a will saving throw or go berserk, losing all control over their actions and attacking anyone in sight. The DC of this saving throw increases with levels.
- A character can attempt to cancel the transformation via the "Alternate Shape" feat in their class radial menu. This requires a successful will saving throw. The DC, once again, scales with levels, but drops gradually over time.
The full Moon is at Hour 0 at the end of each month on Arelith (days 25 into 26, 26 into 27, and 27 into 28).
- Current date & time can be determined by using the command -date.
Mechanics
Lycanthropy was reworked and no longer works off of the polymorph system. Instead, characters have their appearance change to that of a werewolf and gain the following bonuses (and debuffs);
- + CL/2 soft STR, DEX, CON (capped at +12) and a +5 natural AC bonus.
- +4 to Detect and Stealth skills, -8 to Concentration.
- 10/+1 damage reduction and CL/10 regeneration (Min 1 Regen) every 3 seconds.
- 20% movement speed increase (does not go past the 150% speed cap).
- Silver weapons apply a 1d4 penalty to AB and AC at the start of each round.
- 100% spell failure.
While transformed, lycanthropes are unable to activate items, cast spells and use feat spells. They use their regular melee weapons and equipment. This means no healing kits, any potions, grenades, scrolls, equipment/weapon effects, etc.
- The transformation lasts until cancelled; characters will still automatically attack anything in sight unless they pass a saving throw.
- If the automatic attacks force you to attack a creature out of range, you should be able to move away in the following round.
- In order to unshift, a saving throw must be passed. The DC drops over time, so waiting for a few minutes will help if you're unable to. This is done via the Werewolf Shape ability in the radial menu.
- Silver Manacles force werewolves back to their normal form and prevent the transformation. Runic manacles don't prevent it, but survive the transformation. All other restraints are dropped on polymorph.
- When in werewolf form, prevents all other polymorph effects on the character (including Shifter abilities, Wildshape and Baleful Polymorph).
- Transforming into a lycanthrope automatically applies a disguise with the corresponding name, unless the character is already disguised. After unshifting successfully, this automatically applied disguise is removed once more.
Roleplaying tips
Be aware that most civilized lands will hunt down werewolves. Lycanthropy gained via a bite, affliction or infection as Arelith presents it is not to be confused with other forms of polymorphing or any form of friendly nature. It is a curse and should be considered an issue and rarely if ever embraced.
Those infected with the curse generally show no physical characteristics until their first change under a full moon. After this, if not cured, the character may experience the following physical and mental changes:
- Larger canine teeth as compared to others of their race.
- Sudden adverse reaction to Silver.
- The nature of the beast may express itself in normal/daily interactions.
- For example: An increase in aggression, territorial of their home or city, protective of close friends (The Pack Mindset), barring of teeth, or even growling.
- A taste for raw meat.
- Enjoying the "Thrill of the Hunt"
- It is possible for characters to not know about being a werewolf and realize it only after another informs them about their transformation. They may experience "blackouts" or loss of time, and try to seek an explanation for their memory loss.
- Note: This would only apply if a character losses control while changed (Failed Will Save). If they pass the Will Save and regain control of the character, then one can safely assume their mind is clear and under control as well.
- Characters may try to hide the curse in fear for their life and expelling. They may become pious, solitary and avoid people.
Lycanthropy As An Affliction, srd reference
When a character contracts lycanthropy through a lycanthrope’s bite, no symptoms appear until the first night of the next 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, assuming the appropriate alignment, until the next dawn. The character’s actions during this first episode are dictated by the alignment of its animal form. 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, and acts according to the alignment of his or her animal form. 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 15 + number of times he has been in animal form) or permanently assume the alignment of his animal form in all shapes. Once a character becomes aware of his affliction, he can now voluntarily attempt to change to animal or hybrid form, using the appropriate Control Shape check DC. An attempt is a standard action and can be made each round. Any voluntary change to animal or hybrid form immediately and permanently changes the character’s alignment to that of the appropriate lycanthrope.
Note: Arelith uses slightly different mechanics from the SRD, however it can be a useful reference.