Tuesday Toot!! | Wereman – Lycanthrope Hunter

Tuesday TootG+ is closing closed. When it was alive things happened. Things unexpected. Great things. Whilst my creative output is only modest, I thought I’d hold something up into the living light, something that came about purely because G+ existed … This is a toot to G+.

Background: This class was written in response to +Ivan Sorensen “Write a Class Competition” with a ‘Werewolf Hunter’ as the theme. About 4 or 5 people submitted something. It’s more of a bolt-on class than a stand alone class. I beleive a .pdf came out, but is perhaps trapped on a Google Drive somewhere!?

:: Wereman – Lycanthrope Hunter

Backstory
WeremanAbout one in a hundred people cured of lycanthropy still harbour the menace within them, albeit in a semi-benign form.

Such individuals often become lycanthrope hunters due to the innate abilities they harbour as a result of their cured lycanthropy.

These rare individuals are known as ‘Weremen’ (irrespective of their gender). Weremen are driven to eradicate lycanthropy in all its forms. In particular, they seek the kind of lycanthrope that originally infected them.

Class
Weremen are often on the move, because they fear that if they stay in one place they could be mistaken for true lycanthropes. Weremen, thus often resort to adventure to earn a living (if they were not already so prior to the infection). Such adventures maybe any character class, although usually fighters or clerics.

Alignment
Weremen are invariably chaotic good, but other non-evil alignments are possible.

Special Abilities

:: Weremen are immune to the same strain of lycanthropy they were cured of, and have a 75% chance to resist other forms of lycanthropy.

:: Like true lycanthropes, they can shape change into their animal form. This can be done at will once a day, but only during daylight hours. They will have the same HPs as they had before the change, but otherwise they have the same abilities as their animal form (see Monster Manual pages 63-64), with the exception of alignment, immunity to non-magic weapons, and being able to speak the lycanthrope languages.

:: As an unfortunate remnant of their past lycanthropy, during a full eclipse, the Wereman losses control of the beast within and they revert back to their bestial form for 24 hrs. Wereman, for obvious reasons, are very superstitious about celestial events, comets and even country folk sayings about the weather.

:: Wereman have the ability to sense Lycanthropes with 100 ft (even in their unchanged form). For example, the scars from their original infection may begin to itch then burn. However, the lycanthrope will also sense him/her in return. If the lycanthrope has never met a Wereman before, they will invariably think he/she is another lycanthrope, and may approach the Wereman out of curiosity. This is the best chance for the Wereman to identify or even slay the beast.

:: Wereman have an affliction that causes precious metals that they touch with bare skin to debase. Platinum is turned to gold, gold to silver and silver to lead. The change can be slow, but visible to the naked eye. However, silver to lead happens particularly fast. Copper, iron, steel etc are unaffected. Weremen, therefore, invariably were gloves and avoid touching coins with their barehands. Silver weapons are treated especially carefully. They prefer payment in copper, gems or in kind.

:: Belladonna is a powerful intoxicant causing a Wereman to become highly stimulated. Consuming belladonna gives a Wereman +1 hit and +2 on damage for one hour.

On the downside, belladonna is highly addictive to a Wereman. If used twice (or more) in one month it causes incessant craving for more. The craving lasts 7 days from the last use. In the 7 day craving window the use of belladonna gives no bonus and resets the 7 day craving window. Worse, if the craving is not fed each day in the 7 day craving window, there is a – 1 to hit due to withdrawal.

The only way to break the belladonna craving is to go 7 days without it. To do this the Wereman must make a wisdom save each day, else they have near irresistible urge to find and consume belladonna.

:: Domestic animals are uneasy around Weremen. Dogs and cats can be unusually aggressive although rarely attack. Horses, unless drunk, typically need at least a week to accept a Wereman as a rider.

– – –

Me on DriveThruDriveThru; at the moment I’m mainly pimping my procedural adventure ‘Carapace‘ about a giant ant colony and my ‘1998 Dungeon‘.

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