tag:blogger.com,1999:blog-4903168749564119906.post5621510273702427121..comments2024-01-16T00:26:24.504-05:00Comments on The Lone Delver: Were-Types in Tunnel and TrollsDanhttp://www.blogger.com/profile/06566438657075402308noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-4903168749564119906.post-32113872284070189772010-06-14T20:59:57.927-04:002010-06-14T20:59:57.927-04:00Thanks for your comments and feedback Grrraall. I ...Thanks for your comments and feedback Grrraall. I did miss the werewolf entry in the Monsters and Magic book. In fact I had completely forgotten about that part of the 7th and 7.5 edition boxed sets. I also found the loup-garou in the Monstrous Codex in the 7.5 boxed set. It is an intriguing deviation from the normal lycanthrope; an infected wolf that can transform into a humanoid. That would make an interesting character.<br /><br />Given some additional thought after seeing were-types in action in the Lost City as well as your comments, I have come up with some additional rules that I will be implementing as soon as the game gets underway again. Transformation can occur at will when in the dark, but I will require a L1-IQ SR to transform either into animal or human form. I will also restrict the number of transformations (in either direction) to the WIZ level of the character. This will be reset whenever the character gets sufficient rest (5+ hours of sleep). I'm going to stick with normal damage rules; allowing them to be hurt only by silver or magical weapons makes them a little too powerful.Danhttps://www.blogger.com/profile/06566438657075402308noreply@blogger.comtag:blogger.com,1999:blog-4903168749564119906.post-19986309489917863382010-06-08T07:06:23.262-04:002010-06-08T07:06:23.262-04:00You are partly right. Werewolves are not mentioned...You are partly right. Werewolves are not mentioned in the KINDRED section (even in the “rare kindred” table) of the 7th edition rulebook. However, they are mentioned in the MONSTERS & Magic Book you can find both in the 7th and in the 7.5 edition Tunnels & Trolls box. The paragraph about werewolves does solve 2 of the problems you mentioned.<br />Firstly, it indicates the conditions under which transformation can occur: “On the night of a full moon, or in the unlit world of the netherdeep, werewolves remain in bestial form. Only exposure to the light of the sun can transform them back into reasonable beings”.<br />Based on that, I would rule that transformation AUTOMATICALLY occurs under the light of a full moon; otherwise, the metamorphosis MAY happen UNLESS the werewolf is exposed to sunlight. The trigger would be simple will, just like a spell. You may or may not decide to assign a WIZ cost to such a spell-like metamorphosis. As an indication, the Imafrawg spell is an 8th level spell that costs 40 WIZ points. Since werewolves are magical creatures, I would suggest that metamorphosis happens either at no cost or at one tenth of the “normal” cost (i.e. 4 WIZ points). One supplementary restriction may be to have the shape-shifter make a saving roll on his INT (just like a spell-caster), but only at 1st level.<br />By the same token (as an analogy with the Imafrawg spell), metamorphosis should happen instantaneously.<br />Secondly, the Monsters & Magic Book states that werewolves are “only harmed by silver or magical weapons; all other weapon damage is ignored in the combat roll total”.<br /><br />In addition, if you look at the Monsters Monsters! rulebook, you will find that “these creatures have an amazingly tough, self-repairing Constitution. After each regular turn (but not during combat) the monster’s Con. repairs itself by the same number of hits as the monster’s luck. It will not repair itself beyond the original rating, of course”. This is a departure from the normal T&T rule according to which “monsters regain their lost points at 5 per regular turn if they are left alone to heal up” (see section 7.7.2 of the 5th edition).<br />I guess one could apply the same rules to all were-types, since the same rulebook also indicates under the sub-heading “WEREWOLVES and other SHAPESHIFTERS” that “in their beast forms they gain superhuman strength and near-invulnerability at the cost of their intelligence and nearly all their dexterity. Silver is deadly to them, but ordinary wounds heal with amazing swiftness.”<br /><br />According to section 2.41.2 of the 5th edition T&T rulebook, werewolves have the following attribute modifiers: ST x5/2; IQ/2; LK x2/3; CON x3; DEX = 3 points; CHR x4.<br />He drop in intelligence is not enough to justify a loss of memory. Under its wolf form, a werewolf should still be able to recognize his friends.<br /><br />When the werewolf is wounded, the loss in CON should be proportional when returning to its human form.<br />Example: Belizaire the loup-garou has a CON of 10 as a human, raised to 30 (CONx3) as a wolf. An enemy fires an arrow at him (20 damage points). His CON drops to 10. He escapes but has to run to the surface where the sun is shining. He automatically reverts to his human form (CON/3), so his CON is reduced to only 3 points. However, he is still able to recover lost CON points very quickly (see above).Grrraallhttps://www.blogger.com/profile/17573675910711195341noreply@blogger.com