Lycanthropy (V7)
Lycanthropy
Feared creatures of legend who change form from human to beast, Lycanthropes are known to come in a variety of predatory animal forms. Amongst the most common are wolves, rats, bears, tigers, boars, and foxes - though many other, rare species are known to exist. Lycanthropes are generally of evil disposition, enjoying the primal nature of the hunt and pursuing humans as the tastiest meal of all. The most infamous Lycanthrope, Werewolves, are detailed in this volume. Other variations are certainly possible, with minor differences based on the type of were-animal portrayed.
In Amtgard terms, Lycanthropy is a special trait only available to were-creatures. Regardless of animal form, there are two basic kinds of Lycanthropes:
- 1.) Natural Lycanthropes were born with the ability to shift form. They have full control over their changes, and are cunning to the extreme. For the sake of game play, Natural Lycanthropes may only change shape once per life. See Player Class: Peasant (V7) ability below for more details. In any pack of Lycanthropes, at least one, usually the leader, will be natural.
- 2.) Afflicted Lycanthropes are those doomed souls who have been infected with the disease by the bite of a true Lycanthrope. They have no conscious control over their actions or changes, attacking everything blindly, though they are always nominally controlled by infecting Lycanthrope. Players afflicted with Lycanthropy during a game assume beast form until slain or cured and are normally controlled by the infecting lycanthrope.
The Lycanthropy Trait generally bestows the following abilites and weaknesses:
- Player Class: Peasant (V7) (Quests Only) A Natural Lycanthrope can begin each life in human form if they choose. In this form they have none of the Traits or Abilities listed below, though they retain Immunity (V7) to Control. To assume were-form, the player need only don appropriate garb and arm themselves accordingly. Once beast form is assumed, they may not turn back unless slain or curing.
- Natural Weapons (V7) (any two short melee weapons)
- Immunities (V7): Control, Subdual School
- Tough (V7)
- Innate Ability (V7): Berserk (V7) (on last life) This ability adds the 2 points of Berserk armor to any normal Natural armor.
- Conversion (V7) (unlimited) This ability should be removed for normal battlegames. May be used while Berserk.
- Vulnerability (V7): Altered Effect (V7) Cure Disease (V7) forces a Lycanthrope to revert to a Peasant (V7) for the rest of that life.
Examples
- Werewolf
- Werebear: As Werewolf except starts with 4 points of Natural armor. Move Regeneration to 2nd level, move 2nd level Fear to 3rd.
- Wereboar: As Werewolf except they are Berserk and Fight After Death on every life. Lose the Tracking and Fear abilities.
- Wererat: As Werewolf, except has no Natural Armor or Fear abilities. Gains Immunity to Poison and Poison Weapon (unlimited)