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Starbug Dwar of Helium from Variable (Experienced, Not Yet Jaded) Relationship Status: Love blinded me (with science!)
Dwar of Helium
#1: May 3rd 2017 at 11:41:36 AM

So, I'm thinking of doing a campaign where the heroes are lycanthropes (in a setting where other paranormal creatures exist as well, though not Fantasy Kitchen Sink level). Essentially, they're similar to the werewolves on True Blood (i.e., turn into regular wolves, but a little stronger and faster). A few minor changes (for instance, some suffer from Full Moon Fever or transform at nightfall; this is more of a random genetic quirk *cough*player option*cough* with werewolves; like some people are naturally ambidextrous or necrophiliacs). There are two basic types: Those who gained inherited their gifts via parents, or those who got it from an outside source. Four options for this:

  • Cursed (stole a dark object, pissed off a witch, etc.)
  • "Gifted" (granted the power by a demon/fairy/Lovecraftian creature/etc.; either by choice or against their will, a la 5th Edition Warlock)
  • Conceived on the night of a new moon
  • Chosen by the "Spirit of the Wolf"

My question is, should the Afflicted types have side effects (good or bad) due to their alternate origins? For instance, I could see Gifteds being able to sense magic like a Geiger counter (due to their "parent" being a paranormal being), or Totems being able to communicate with wolves, but as to New Moon and Cursed werewolves, I can't think of anything. Any suggestions?

Now, I'm going to ask you that question once more. And if you say no, I'm going to shoot you through the head. - John Cleese
Earnest from Monterrey Since: Jan, 2001 Relationship Status: Drift compatible
#2: May 6th 2017 at 8:23:29 AM

Okay, here's a few ideas.

Cursed (stole a dark object, pissed off a witch, etc.)

Agent of Fate: Whoever or whatever cursed the character isn't through with them. They never meant for the cursed to die, but 'suffer' as incentive to cooperate in one of their plots. If it's a stolen totem, the spirit that haunts it could want to be returned to the temple it was taken from originally. If it's a witch, she could want the cursed to protect their descendants. There's a lot of plot hooks, but mechanically, it could work to give a bonus to actions aligned with pursuing the curser's goal once or twice a session.

Curse magnet: Something about being cursed already makes being cursed a second time easier. The cursed has lower resistance to being affected by debuffs and other curses, and they tend to last longer.

Curse supremacy: Then again, the curse of lycanthropy can be a prima donna. Any attempts to curse the character a second time with something different is much, much harder if not impossible. Characters attempting to 'cure' their curse via perhaps getting bit by a vampire (perhaps in an attempt to invoke Curse That Cures, Hybrid Monster) instead leads to Hybrid-Overkill Avoidance and actually harms the vampire doing the biting or witch re-cursing them. A clever character could probably trick said vampire or witch into hurting themselves this way.

Conceived on the night of a new moon

Gift of Prophecy: The werewolf's conception was only possible because of an amazing cosmic coincidence, and they are now forever closer to the will of the moon and stars. They may get prophetic dreams, or develop a talent for divination through meditation, tarot readings, or star gazing. Once a session they can cast a fortune to either get an answer to a plot question, or to get a general idea of coming events.

Dark Sight: Being conceived on a dark night, the werewolf feels at home in it. They can see in pitch black, but also... sometimes see things that aren't there in that darkness. Whether these are ghosts, spirits, guilts made manifest through hallucinations, or something else is unclear.

A Being of Balance: Unlike gifted or cursed werewolves, the New Moon's arose from a cosmic convergence, not the choice of fickle and inscrutable beings. True, their conception was in a time of darkness, but within that lunar darkness is starlight. They are unusually well balanced either in temperament, acrobatics, or the harmony of their body. The werewolf can get a bonus in their resistance rolls to avoid an attack, poison, or social challenge.

Starbug Dwar of Helium from Variable (Experienced, Not Yet Jaded) Relationship Status: Love blinded me (with science!)
Dwar of Helium
#3: May 6th 2017 at 10:43:08 AM

Interesting ideas, Earnest. Having had time to talk to others, I've thought of some possibles:

  • New Moon: I like the idea of "lunar inspiration" you suggested. Another idea is that they're capable of blending with shadows (not really invisibility; it's more like their fur/eyes darken in darker environments; similar to Nightcrawler).
  • Cursed: A Healing Factor, but it requires that they drink blood (something more heroic types might balk at); also, depending on the type of magic that cursed them, they're a lot more susceptible to magic of a specific variety.

edited 6th May '17 10:43:27 AM by Starbug

Now, I'm going to ask you that question once more. And if you say no, I'm going to shoot you through the head. - John Cleese
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